Serious Games as Learning Tools: A Case Study on Active Pedagogy in Computer Science
Date
2025
Authors
Merabtine, Hatem
Mellak, Ouail
Gasmi, Atef
Mezghache, Rida
Journal Title
Journal ISSN
Volume Title
Publisher
Ecole Normal supérieure de l’Easeignement Technologique– skikda–
Abstract
Serious games are increasingly recognized as powerful instruments for fostering
active, learner‑centered education in technical fields. This dissertation documents the
design, development, and evaluation of Smart in the Dark, a serious game that teaches
intermediate‑level Arduino programming concepts through contextual,
challenge‑based scenarios. Players tackle authentic tasks—such as configuring basic
sensors, implementing control structures, and applying input/output logic—thereby
developing intuitive understanding through guided exploration and immediate
feedback.
A mixed‑methods evaluation was conducted to gauge the game’s educational impact.
Data were gathered from pre‑ and post‑instruction questionnaires, the System
Usability Scale (SUS), and behavioral metrics extracted from Firestore gameplay logs.
Findings indicate statistically significant gains in conceptual understanding and
moderate levels of engagement across game tasks. Although remote testing
conditions and a limited sample size constrained the depth of observation, the results
underscore the game’s promise as a supplementary learning tool for introductory
courses in computer science and electronics.
By presenting a validated model for integrating game‑based learning into intermediate
programming instruction, this study contributes to the field of educational technology
and identifies avenues for future work, including content expansion and deployment
within blended‑learning environments.
