Testing Engagement Improvement in the Serious Educational Videogame

Videogames can be effectively used in an educational setting to improve grades, IQ, motivation and learning. In this paper, we improve upon a previous SEG in order to enhance engagement using both intrinsic and extrinsic motivators. Using in-game improvements, events that break the fourth wall, classroom, school and instructor led activities. The standard and improved version of Cerebrex was tested with 6th graders in two private elementary schools in Guatemala City. The children in the control group played the standard version while the experimental group played the enhanced version for ten weeks. The results show that the children who played the improved version registered an increase in the total number of games played of 200% and 1000%.

 

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