Skip to main content

Preliminary Validation of ENGAME: Fostering Civic Participation and Social Inclusion Through an E-Learning Game

  • Conference paper
  • First Online:
Learning and Collaboration Technologies (HCII 2023)

Abstract

INGAME project has as its aim, directly and indirectly, improve the users’ digital, language, reading, communication and collaboration skills. It will also introduce and integrate gaming into school teaching methods and practices, specifically those relating to the fields of civic literacy and pedagogy. The game developed, under the name ENGAME, is a journey to gain knowledge about today’s society. The avatar (without gender) arrives from space and grows up meanwhile, learning about gender equality and equity, inclusion, civic engagement, environment, climate change, global issues and crises. This work describes the pilots with users carried out as part of the project to validate the game and produce a final version considering the main issues detected during the testing. According to the results, women have better results than men regarding enjoyment. Moreover, users who play every day get worst immersion results while playing the game.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    http://www.mgames-youth.org/index.php/it/giochi.

  2. 2.

    https://unric.org/en/my-life-as-a-refugee/.

  3. 3.

    https://odisseu-project.eu/it/online-game.

  4. 4.

    https://ingame.erasmus.site/engame/.

References

  1. Mayer, I., Warmelink, H., Bekebrede, G.: Learning in a game-based virtual environment: a comparative evaluation in higher education. Eur. J. Eng. Educ. 38, 85–106 (2013)

    Article  Google Scholar 

  2. Hamari, J., Shernoff, D.J., Rowe, E., Coller, B., Asbell-Clarke, J., Edwards, T.: Challenging games help students learn: an empirical study on engagement, flow and immersion in game-based learning. Comput. Hum. Behav. 54, 170–179 (2016)

    Article  Google Scholar 

  3. Hoskins, B.L., Barber, C., Van Nijlen, D., Villalba, E.: Comparing civic competence among European youth: composite and domain-specific indicators using IEA civic education study data. Comp. Educ. Rev. 55, 82–110 (2011)

    Article  Google Scholar 

  4. García-Peñalvo, F.J., et al.: Gaming for social inclusion and civic participation: the INGAME project. In: Balderas, A., Mendes, A.J., Dodero, J.M. (eds.) 2021 International Symposium on Computers in Education (SIIE). IEEE (2021)

    Google Scholar 

  5. European Agency for Special Needs and Inclusive Education: Promoting Common Values and Inclusive Education: Reflections and Messages, Odense, Denmark (2018)

    Google Scholar 

  6. García-Holgado, A., et al.: Preliminary study of the usability of the INGAME game for social inclusion and civic participation. In: Gallardo, J., Albiol, S., Baldassarri, S., Hernandez, S., Lacuesta, R., Reyes, A. (eds.) Interaccion 2022: XXII International Conference on Human Computer Interaction, Teruel, Spain, 7–9 September 2022. ACM, New York (2022)

    Google Scholar 

  7. Afxentiou, A., et al.: A case study on gaming implementation for social inclusion and civic participation. In: Lopata, A., Gudonienė, D., Butkienė, R. (eds.) ICIST 2022. CCIS, vol. 1665, pp. 305–314. Springer, Cham (2022). https://doi.org/10.1007/978-3-031-16302-9_25

    Chapter  Google Scholar 

  8. Oxfam Italia: INGAME transnational report. INGAME project (2020)

    Google Scholar 

  9. Fu, F.-L., Su, R.-C., Yu, S.-C.: EGameFlow: a scale to measure learners’ enjoyment of e-learning games. Comput. Educ. 52, 101–112 (2009)

    Article  Google Scholar 

  10. Oxfam Italia: INGAME EU report. INGAME project (2020)

    Google Scholar 

  11. Gudoniene, D., Blazauskas, T., Keršienė, V., Zangrando, V.: Ingame design framework. In: Lopata, A., Gudonienė, D., Butkienė, R. (eds.) ICIST 2021. CCIS, vol. 1486, pp. 291–300. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-88304-1_23

    Chapter  Google Scholar 

  12. de Almeida, J.L.F., dos Santos Machado, L.: Design requirements for educational serious games with focus on player enjoyment. Entertainment Comput. 38, 100413 (2021)

    Google Scholar 

Download references

Acknowledgments

This project was undertaken with the support of the Erasmus+ Programme of the European Union in its Key Action 3: "Social inclusion and common values: the contribution in the field of education and training. Project INGAME - Gaming for Social Inclusion and Civic Participation – A holistic approach for a cultural shift in education and policy (Reference number 612166-EPP-1-2019-1-ES-EPPKA3-IPI-SOC-IN). The European Commission’s support to produce this publication does not constitute an endorsement of the contents, which reflect the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Alicia García-Holgado .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

García-Holgado, A. et al. (2023). Preliminary Validation of ENGAME: Fostering Civic Participation and Social Inclusion Through an E-Learning Game. In: Zaphiris, P., Ioannou, A. (eds) Learning and Collaboration Technologies. HCII 2023. Lecture Notes in Computer Science, vol 14041. Springer, Cham. https://doi.org/10.1007/978-3-031-34550-0_34

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-34550-0_34

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-34549-4

  • Online ISBN: 978-3-031-34550-0

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics