Submitted:
23 June 2024
Posted:
25 June 2024
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Abstract
Keywords:
1. Introduction

1.1. Gamification
1.2. Serious Games
- Educational Games: These games are created with the purpose of teaching specific skills or knowledge. They can cover areas such as mathematics, science, history, languages, and many other subjects. For instance, Annetta [26] presents a theoretical framework for the design of serious educational games, analyzing the importance of games as teaching tools and proposing a learner-centered approach. Annetta emphasizes how educational games can be effectively designed to teach specific skills and knowledge in areas like mathematics, science, history, and languages. The framework also addresses the importance of feedback, challenge, and motivation in the successful design of educational games.
- Training Games: These games are used to train individuals in technical or professional skills. They can simulate work situations or practical scenarios to enhance learning and decision-making. Sitzmann [27] has studied the instructional effectiveness of computer-based simulation games, including those used for professional training. The research focuses on how these games can improve learning and the acquisition of technical skills, reviewing a wide range of studies and empirical evidence to evaluate the effectiveness of simulation games compared to other training approaches. The study addresses aspects such as skill transfer, motivation, and learning satisfaction.
- Simulation Games: These games are used to recreate real-life situations and allow users to practice skills in a safe environment. Examples include flight simulators, medical simulators, or business management simulators. Aldrich [28] discusses how simulation games can recreate real-life scenarios, providing users with practical experience to safely practice skills. The analysis includes the benefits and challenges associated with using simulation games in learning environments [29].
- Health Games: These games focus on promoting health and well-being. They may address topics such as nutrition, physical exercise, stress management, or disease prevention. Primack et al. [30] conducted a systematic review of the literature to explore the role of video games in improving health-related outcomes. The study examines health games that address issues like nutrition, physical exercise, stress management, and disease prevention. The review analyzes various research studies and empirical evidence to evaluate the benefits of health games in promoting healthy behaviors and improving health outcomes, discussing aspects such as motivation, engagement, and effectiveness.
- Social Awareness Games: These games aim to raise awareness and understanding of social issues such as poverty, discrimination, climate change, or human rights. Arnab et al. [31] investigated the relationship between learning elements and game mechanics in serious games, focusing on social awareness games. The study examined how learning elements such as social awareness and understanding of social issues can be mapped through game mechanics in this type of game. The authors present a theoretical and analytical framework for analyzing serious games, specifically those addressing social issues. Examples and case studies are discussed to illustrate how games can raise awareness and foster understanding of relevant social issues.
- Safety Games: These games focus on teaching safety measures and procedures in various environments such as workplaces, industries, homes, or transportation [32].
- Problem-Solving Games: These games encourage critical thinking and problem-solving skills. They may present logical challenges, puzzles, or scenarios where players must find effective solutions. Pellegrini [33] examines research and evidence on the use of computer games for learning, including problem-solving games. The study addresses topics such as critical thinking, problem-solving, and skill transfer in the context of learning games.
1.3. UrbanGame as Serious Games
2. Materials and Methods
2.1. Design and Preparation of the Simulation





2.2. Validation with Faculty and Activity Design for Students


- Students will be asked to express their emotions, which may vary from empathy, anxiety, anguish, or calm during different moments of the activity, such as bombings, passive defense, construction or absence of shelters, and the threat of espionage.
- The dynamics and roles that have emerged will be evaluated, such as the emergence of a natural leader, the adoption of different roles, the prevalence of certain actions over others, reading documents, moments of dialogue and confrontation of ideas, competitiveness, or passivity.
- The activity also helps students better understand the reality around them, including situations involving women, children, the elderly, or refugees. It will be evaluated whether students empathize more from everyday or institutional perspectives and how they apply what they have learned to real life by learning more about the neighborhoods and urban layout of their city.
- During the simulation, students should identify several learning elements, such as the phases of the war, the massive arrival of refugees, escape by boats, food shortages, and bombings of civilian buildings.
- Students will speculate about different hypothetical scenarios to consolidate historical causality processes. For example, they might be asked what would have happened if the sirens had sounded during the bombing of Alicante's central market or if the ship Stambrook had not arrived at Alicante's port to save the last citizens of the Spanish Republic.
- It is crucial that students understand that situations similar to those simulated can recur in real life. This is the moment to empathize and reflect on behaviors in comparable real-life situations, allowing them to make informed decisions in the future.
2.3. Participants
2.4. Data Collection Instruments
2.5. Procedure
2.6. Data Analysis
2.7. Ethical Considerations
2.8. Data Collection Procedure
3. Results
3.1. Student Opinions on the Relationship Between Learning Strategies and the UrbanGame Activity
| Strategy | Mean | Std. Deviation |
|---|---|---|
| Collaborative Work | 4.1042 | 2.61940 |
| Meaningful Learning | 4.7083 | 2.46644 |
| Problem-Based Learning | 4.1875 | 2.25649 |
| Discovery Learning | 4.3958 | 2.40336 |
| Oral Expression | 3.0625 | 2.83148 |
| Motivation | 5.0625 | 2.55498 |
| Concentration | 5.5833 | 1.91115 |
| Strategy | Median | Std. Deviation | Variance |
|---|---|---|---|
| Collaborative Work | 4.0000 | 2.61940 | 6.861 |
| Meaningful Learning | 4.5000 | 2.46644 | 6.083 |
| Problem-Based Learning | 4.0000 | 2.25649 | 5.092 |
| Discovery Learning | 4.0000 | 2.40336 | 5.776 |
| Motivation | 7.0000 | 2.55498 | 6.528 |
| Concentration | 7.0000 | 1.91115 | 3.652 |
| Learning Strategy | Percentage |
|---|---|
| Collaborative Work | 22.9% |
| Meaningful Learning | 22.9% |
| Problem-Based Learning | 20.8% |
| Discovery Learning | 10.4% |
| Motivation | 6.3% |
| Concentration | 27.1% |
3.2. Non-Parametric Correlations in Strategies and Their Relationship to Learning Objectives
3.2.1. Analysis of Content Comprehension
| Strategy | H | p-value | Significance |
|---|---|---|---|
| Collaborative Work | 3.076 | 0.079 | No significant differences |
| Meaningful Learning | 3.893 | 0.048 | Significant difference, favors level 5 |
| Problem-Based Learning | 5.574 | 0.018 | Significant difference, favors level 5 |
| Discovery Learning | 1.778 | 0.182 | No significant differences |
| Oral Expression | 0.976 | 0.323 | No significant differences |
| Motivation | 0.575 | 0.448 | No significant differences |
| Concentration | 1.451 | 0.228 | No significant differences |

3.2.2. Other Key Areas
3.2.3. Practical Relevance of Significant Differences in Content Comprehension




3.3. Qualitative Analysis of Preferences for Learning Strategies
3.3.1. Students of the Innovation and Research in Economics Course, Master's in Secondary Education
- Code 1: Enhancing Collaborative Work
- Code 2: Enhancing Meaningful Learning
- Code 3: Enhancing Problem-Based Learning
- Code 4: Enhancing Discovery Learning
- Code 5: Enhancing Oral Expression
- Code 6: Enhancing Motivation
- Code 7: Enhancing Concentration

3.3.2. Students of the Didactics of History Course, Bachelor's in Primary Education


3.3.3. General Analysis for the Student Body

3.4. Cultural Promotion of Memory Heritage Following the UrbanGame Activity



4. Discussion
Author Contributions
Funding
Conflicts of Interest
References
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| Subject | Total Frequency | Men | Women | Age Range 18-25 | Age Range 26-35 | Age Range 36-45 | Age Range 46-55 |
|---|---|---|---|---|---|---|---|
| Master Secondary-Innovation in Economy | 24 | 6 | 18 | 8 | 11 | 4 | 1 |
| Didactics of Social Sciences-History | 48 | 7 | 41 | 47 | 1 | 0 | 0 |
| Didactics of Social Sciences-Geography | 50 | 11 | 39 | 49 | 0 | 1 | 0 |
| Totals | 122 | 24 | 98 | 104 | 12 | 5 | 1 |
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