Submitted:
07 February 2026
Posted:
09 February 2026
You are already at the latest version
Abstract
Digital serious games are increasingly recognised as valuable tools for fostering student engagement and supporting active learning processes in formal educational contexts. Within the field of heritage education, however, empirical evidence concerning teacher-created games and their pedagogical effects remains limited. This study examines the educational impact of a digital serious game designed by teachers using RPG Maker MV to support the teaching of Social Sciences and local cultural heritage. The game, Misterios de Olivenza, integrates historical, geographical, and cultural content related to the municipality of Olivenza (Extremadura, Spain) through exploratory gameplay and problem-based activities. The research involved 86 primary education students aged 10–13 and employed a validated questionnaire to analyse gameplay experience, motivation, and self-perceived learning, with attention to age and gender differences. Results indicate high levels of enjoyment, motivation, and perceived learning, with no statistically significant differences by gender and limited age-related variation. A moderate positive correlation was identified between motivation and self-perception of learning, suggesting that engagement plays a key role in students’ educational experience. The findings highlight the pedagogical potential of teacher-created serious games for heritage education, while underscoring the importance of careful curricular integration and adequate scaffolding to maximise educational effectiveness.
Keywords:
1. Introduction
2. Materials and Methods
3. Results
4. Discussion
5. Conclusions, Implications, and Limitations
Appendix A
Appendix A.1. Validated Questionnaire

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| Variables | x̄ (SD) [Min – Max] or N (%) |
| Age of students (years) | 11.1 (.720) [10,11,12,13] |
| 10 years | 17 (19.8%) |
| 11 years | 44 (51.2%) |
| 12 years | 24 (27.9%) |
| 13 years | 1 (1.2%) |
| Student gender | – |
| Female | 33 (38.4%) |
| Male | 52 (60.5%) |
| Other | 1 (1.2%) |
| Cross-tabulation (age by gender) | – |
| Female gender (age) | 11.12 (.820) [10,11,12] |
| Male gender (age) | 11.12 (.646) [10,11,12,13] |
| Female (10 years) | 8 (50.0%) |
| Male (10 years) | 8 (50.0%) |
| Female (11 years) | 14 (31.8%) |
| Male (11 years) | 30 (68.2%) |
| Female (12 years) | 10 (41.7%) |
| Male (12 years) | 14 (58.3%) |
| Female (13 years) | 1 (100%) |
| Male (13 years) | 0 (0%) |
| Gender by school grade | – |
| 5th grade Primary Education (female) | 10 (31.3%) |
| 5th grade Primary Education (male) | 21 (65.6%) |
| 6th grade Primary Education (female) | 23 (46.2%) |
| 6th grade Primary Education (male) | 31 (57.4%) |
| Variable |
Total Sample (n=84) |
Student Gender | ||||
|
Male (n=52) |
Female (n=32) |
|||||
| Q1. I believe the video game I tried is easy to play. | x̄ SD |
3.42 1.169 |
3.48 1.111 |
3.33 1.267 |
||
| Q2. I had some difficulty discovering information in the game. | x̄ SD |
2.82 1.457 |
2.81 1.522 |
2.85 1.372 |
||
| Q3. I had some difficulty answering the questions in the game. | x̄ SD |
2.91 1.368 |
2.79 1.460 |
3.09 1.208 |
||
| Test for Equality of Means | Levene’s Test | Student’s t-Test | ||||
| F | p-value | t |
p-value (two-tailed) |
|||
| Q1. | .403 | .527 | .564 | .574 | ||
| Q2. | 1.550 | .217 | -.125 | .901 | ||
| Q3. | 1.705 | .195 | .993 | .324 | ||
| Variable |
Student Gender (Mann-Whitney U Test) |
Student Age (Kruskal-Wallis H Test) |
||||
| Male | Female | 10 years | 11 years | 12 years | ||
| Q1 | Value U/H (p-value) |
818.0 (.708) |
.960 (.619) |
|||
| Q2 | Value U/H (p-value) |
842.0 (.883) |
.582 (.747) |
|||
| Q3 | Value U/H (p-value) |
741.5 (.282) |
1.266 (.531) |
|||
| Variable | Student Age | |
| Q1 | Spearman’s ρ (p-value) |
.051 (.646) |
| Q2 | Spearman’s ρ (p-value) |
.083 (.453) |
| Q3 | Spearman’s ρ (p-value) |
.104 (.343) |
| Variables |
Total Sample (n=84) |
Student Gender | ||||
|
Male (n=52) |
Female (n=32) |
|||||
| Q4. I believe the video game I tried is visually appealing. | x̄ SD |
3.91 1.087 |
3.94 1.056 |
3.85 1.149 |
||
| Q5. I believe the video game I tried is fun and entertaining. | x̄ SD |
4.25 1.122 |
4.25 .988 |
4,24 1.324 |
||
| Q6. I wish I had played the video game longer. | x̄ SD |
3.99 1.286 |
3.98 1.229 |
4,00 1.392 |
||
| Q7. I like being able to find information at my own pace, even if I must search for it. | x̄ SD |
3.91 1.087 |
3.79 1.160 |
4.09 .947 |
||
| Q8. I enjoyed learning through video games. | x̄ SD |
4.26 1.114 |
4.17 1.133 |
4.39 1.088 |
||
| Test for Equality of Means | Levene’s Test | Student’s t-Test | ||||
| F | p-value | t |
p-value (two-tailed) |
|||
| Q4. | .406 | .526 | .386 | .701 | ||
| Q5. | 2.474 | .120 | .030 | .976 | ||
| Q6. | .361 | .549 | -.067 | .947 | ||
| Q7. | 1.296 | .258 | -1.254 | .213 | ||
| Q8. | .099 | .754 | -.889 | .376 | ||
| Variable |
Student Gender (Mann-Whitney U Test) |
Student Age (Kruskal-Wallis H Test) |
||||
| Male | Female | 10 years | 11 years | 12 years | ||
| Q4 | Value U/H (p-value) |
827.0 (.768) |
.654 (.721) |
|||
| Q5 | Value U/H (p-value) |
784.5 (.448) |
1.022 (.600) |
|||
| Q6 | Value U/H (p-value) |
819.0 (.704) |
1.105 (.575) |
|||
| Q7 | Value U/H (p-value) |
744.5 (.283) |
1.479 (.477) |
|||
| Q8 | Value U/H (p-value) |
738.5 (.226) |
4.200 (.122) |
|||
| Variable | Student Age | |
| Q4 | Spearman’s ρ (p-value) |
-.004 (.973) |
| Q5 | Spearman’s ρ (p-value) |
-.102 (.351) |
| Q6 | Spearman’s ρ (p-value) |
-.098 (.370) |
| Q7 | Spearman’s ρ (p-value) |
-.057 (.602) |
| Q8 | Spearman’s ρ (p-value) |
-.119 (.278) |
| Variable |
Total Sample (n=84) |
Student Gender | ||||
|
Male (n=52) |
Female (n=32) |
|||||
| Q9. I have learned new things through the video game. | x̄ SD |
4.13 1.121 |
4.02 1.180 |
4.30 1.015 |
||
| Q10. I would like to use video games to learn and reinforce what I’m taught in class. | x̄ SD |
4.26 .966 |
4.17 1.080 |
4.39 .747 |
||
| Q11. If I could, I would use video games outside of class to learn more. | x̄ SD |
3.53 1.377 |
3.58 1.419 |
3.45 1.325 |
||
| Q12. When I play non-educational video games (Roblox, Fortnite, etc.), I try to pay attention to see if I can learn something new. | x̄ SD |
3,55 1.305 |
3,54 1.407 |
3,58 1.146 |
||
| Test for Equality of Means | Levene’s Test | Student’s t-Test | ||||
| F | p-value | t |
p-value (two-tailed) |
|||
| Q9. | .473 | .493 | .386 | .701 | ||
| Q10. | 5.111 | .026* | -1.113 | .269 | ||
| Q11. | .506 | .479 | .397 | .692 | ||
| Q12. | 3.579 | .062 | -.128 | .376 | ||
| *Note: Equal variances not assumed for Student’s t-test at significance level p < 0.05. | ||||||
| Variables |
Student Gender (Mann-Whitney U Test) |
Student Age (Kruskal-Wallis H Test) |
||||
| Male | Female | 10 years | 11 years | 12 years | ||
| Q9 | Value U/H (p-value) |
743.0 (.257) |
2.770 (.250) |
|||
| Q10 | Value U/H (p-value) |
803.5 (.589) |
3.627 (.163) |
|||
| Q11 | Value U/H (p-value) |
798.0 (.577) |
5.073 (.079) |
|||
| Q12 | Value U/H (p-value) |
847.5 (.922) |
7.503 (.023)* |
|||
| *Note: Statistically significant differences observed between age groups at p < 0.05. | ||||||
| Sample Pairs | Contrast Statistic | Error | Std. Dev. of Contrast Statistic | p-value | Adjusted p-value |
| 10 years – 11 years | 15.039 | 6.804 | 2.210 | .027 | .081 |
| 11 years – 12 years | 5.098 | 6.046 | .843 | .399 | 1.00 |
| 12 years – 10 years | 20.137 | 7.553 | .666 | .08 | .023* |
| *Note: Statistically significant differences observed between groups at p < 0.05 after Bonferroni correction to control Type I error rates. | |||||
| Variable | Student Age | |
| Q9 | Spearman’s ρ (p-value) |
-.126 (.252) |
| Q10 | Spearman’s ρ (p-value) |
-.208 (.057) |
| Q11 | Spearman’s ρ (p-value) |
-.242 (.026)* |
| Q12 | Spearman’s ρ (p-value) |
-.276 (.011)* |
| *Note: Statistically significant correlations observed at p < 0.05. | ||
| Crossed Dimensions |
Spearman’s ρ (p-value) |
|
D1 × D2
(Accessibility × Motivation) |
-.007 (.949) |
|
D1 × D3
(Accessibility × Self-Perception of Learning) |
-.209 (.054) |
|
D2 × D3
(Motivation × Self-Perception of Learning) |
0.441 (.000)* |
| *Note: Statistically significant correlations observed at p < 0.05. | |
| Word | Count | Percentage | Word | Count | Percentage |
|
good
(bueno) |
13 | 15.12% | to love (encantar) |
4 | 4.71% |
|
fun
(divertir / divertido) |
12 | 14.12% | cool (guay) |
4 | 4.71% |
|
neat
(chulo) |
8 | 9.41% | entertaining (entretener) |
3 | 3.53% |
|
to like
(gustar) |
5 | 5.88% | interesting (interesante) |
3 | 3.53% |
| Note: Only nouns, adjectives, verbs, and auxiliary forms are considered. Base forms are inferred and unified. In italics, the original words in Spanish. | |||||
| Word | Count | Percentage | Word | Count | Percentage |
|
good
(bueno) |
10 | 10.99% | entertaining (entretener) |
4 | 4.40% |
|
fun
(divertir / divertido) |
10 | 10.99% | educational (educativo) |
4 | 4.40% |
|
neat
(chulo) |
8 | 7.69% | to love (encantar) |
3 | 3.30% |
|
to like
(gustar) |
5 | 7.69% | to bore (aburrir) |
2 | 2.20% |
| Note: Only nouns, adjectives, verbs, and auxiliary forms are considered. Base forms are inferred and unified. In italics, the original words in Spanish. | |||||
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