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Fable

A New Horizon in Digital Learning and Serious Game Design

Bibliographic Data

ID21225798
AuthorsSalvador Reyes-de-Cózar (0000-0001-9602-8988, Universidad Loyola Andalucía), Alba Merino-Cajaraville (0000-0001-9994-456X, Universidad Loyola Andalucía)
Year2025
Volume13
Publication date2025-02-13
Open AccessYes
TypeARTICLE
VenueMedia and Communication (JOURNAL)
Journal identifiersISSN: 2183-2439 • E-ISSN: 2183-2439
PublisherCogitatio (PUBLISHER • PT)
DOI10.17645/mac.8647
OpenAlexW4402131559
LanguageEN
Citations received2
References cited74

Serious games have stood out as a new pedagogical format capable of motivating students through interactive learning. The lack of standards in the conception of these video games has led to the creation of different models, where the ludic aspects often prevail over the educational ones. This research analyzes the models present in the literature to identify those key elements in the design of serious games and to determine the presence of ludic-pedagogical elements. A systematic review is carried out following the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) statement to identify the existing models for creating serious games. A qualitative analysis of the selected models is carried out to extract the key elements that should be present when creating a guide for designing serious games and to evaluate a ludic-pedagogical approach. Finally, a directed content analysis is performed to evaluate the presence of ludic-pedagogical elements in the selected models. The results show a lack of attention paid to the elements of the pedagogical dimension of the game in the studies reviewed. Other elements, such as the format or the audience, are not specified, and most models prove incomplete. From this study emerges FABLE (Fun And Balanced Learning Experience), a model that incorporates both the playful and pedagogical dimensions of the serious game

Archaeology · Fable · Game design · Game studies · Horizon · Human–computer interaction · Media studies · Sociology · Augmented Reality Applications · Computer Science · Educational Games and Gamification · History · Mathematics · Psychology · Teaching and Learning Programming

  • Games and Game Studies Are Meaningful—Are They

    Open Access•Felix Reer, Teresa De La Hera et al.•Media and Communication•2025

  • Development and validation of Fable-S

    Alba Merino-Cajaraville, Salvador Reyes-de-Cózar•Information Communication & Society•2026

  • Foundations of Game-Based Learning

    Jan L Pla, Bruce D Homer et al.•Educational Psychologist•2015

  • Between Level Up and Game Over

    Open Access•Ana Manzano-León, Pablo Camacho-Lazarraga et al.•Sustainability•2021

  • A systematic review of mobile game-based learning in STEM education

    Open Access•Fei Gao, Lan Li et al.•Educational Technology Research…•2020

  • Self-directed learning in video games, affordances and pedagogical implications for teaching and learning

    Open Access•Weimin Toh, David Kirschner•Computers & Education•2020

  • Head-up displays in action video games

    Loïc Caroux, Maxime Delmas et al.•Behaviour and Information…•2023

  • Facilitating student engagement through educational technology in higher education

    Open Access•Svenja Bedenlier, Michael Bond et al.•Australasian Journal of…•2020

  • Directrices para el diseño y la construcción de videojuegos serios educativos

    Open Access•Luz Marina Sierra-Martínez, Gabriel Elías Chanchí-Golondrino et al.•Revista Colombiana de Educación•2022

  • Three Approaches to Qualitative Content Analysis

    Open Access•Hsiu-Fang Hsieh, Sarah E Shannon•Qualitative Health Research•2005

Citations per year2
Citation span2025 - 2026 (2)
Highly citedNo

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