Skip to main content

Engineering Education Using Serious Games: The Current State, Trends and Future Using a Bibliometric Study

  • Conference paper
  • First Online:
Automatic Control and Emerging Technologies (ACET 2023)

Abstract

There is a global concern about using serious games in multiple fields with numerous publications, especially in Education. Conducting a bibliometric analysis can be insightful to depict and analyze the current state, trends, and methods most used in serious games for engineering education to provide knowledge upgrades in this research area. Therefore, this bibliometric study used the Web of Science database to select the most relevant documents, VOSviewer and Bibliometrix to conduct the analysis. The results obtained in this bibliometric study highlight that researchers are currently interested in exploiting serious games worldwide. On the one hand, the most advanced countries like USA, England, Germany, and others are the top countries focusing on using games in educational fields. On the other hand, the trend topics related to serious games are indeed applied in the educational engineering area and computer science. Based on the network and thematic map, these two pillars are fundamental and must be developed more. Finally, the top relevant articles reviewed indicate that computer engineering is the most used discipline in serious games. Most of the articles used quantitative or mixed methods as research design. The most used game genres are Simulation, and web-based platforms are reported commonly in serious games in engineering education.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 299.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book
USD 379.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. The world is turning to video games amid coronavirus outbreaks. https://finance.yahoo.com/news/the-world-is-turning-to-video-games-amid-coronavirus-outbreak-tech-200626573.html

  2. Building and reconnecting MIT in Minecraft. https://studentlife.mit.edu/news/building-and-reconnecting-mit-minecraft

  3. Rapanta, C., Botturi, L., Goodyear, P., Guàrdia, L., Koole, M.: Online university teaching during and after the Covid-19 crisis: refocusing teacher presence and learning activity. Postdigital Sci. Educ. 2(3), 923–945 (2020). https://doi.org/10.1007/s42438-020-00155-y

  4. Zineb, S., Youssef, F., Aniss, M.: The effects of gamification on e-learning education: systematic literature review and conceptual model. Stat. Optim. Inf. Comput. 10(1), 75–92 (2022). https://doi.org/10.19139/soic-2310-5070-1115, https://www.scopus.com/inward/record.uri?eid=2-s2.0-85125466583&doi=10.19139%2fsoic-2310-5070-1115&partnerID=40&md5=a4841b207b1f0f0d4e94371374eaebde

  5. Pando Cerra, P., Fernández Álvarez, H., Busto Parra, B., Iglesias Cordera, P.: Effects of using game-based learning to improve the academic performance and motivation in engineering studies. J. Educ. Comput. Res. 60(7), 1663–1687 (2022). https://doi.org/10.1177/07356331221074022

    Article  Google Scholar 

  6. Sabri, Z., Fakhri, Y., Moumen, A.: Serious games in higher education: a literature survey using topic modeling. In: 2022 2nd International Conference on Innovative Research in Applied Science, Engineering and Technology (IRASET), Meknes, Morocco, pp. 1–5 (2022). https://doi.org/10.1109/IRASET52964.2022.9738213

  7. Briner, R.B., Denyer, D.: Systematic review and evidence synthesis as a practice and scholarship tool. In: Rousseau, D.M. (ed.), The Oxford Handbook of Evidence-Based Management, Oxford Library of Psychology (2012; online edn, Oxford Academic, 18 Sept. 2012), https://doi.org/10.1093/oxfordhb/9780199763986.013.0007

  8. Moumen, A.: Doctoral Workshop Systematic Literature Review: Methodology and Tools (2020). https://doi.org/10.13140/RG.2.2.31168.76806

  9. Broadus, R.: Toward a definition of bibliometrics. Scientometrics 12(5–6), 373–379 (1987)

    Article  Google Scholar 

  10. Lawani, S.M.: Bibliometrics: its theoretical foundations, methods and applications. Libri 31(Jahresband), 294–315 (1981). https://doi.org/10.1515/libr.1981.31.1.294

  11. Zupic, I., Cater, T.: Bibliometric methods in management and organization. Organ. Res. Methods 18(3), 429–472 (2015)

    Article  Google Scholar 

  12. Büyükkıdık, S.: A bibliometric analysis: a tutorial for the bibliometrix package in R using IRT literature. J. Measur. Eval. Educ. Psychol. 13(3), 164–193 (2022). https://doi.org/10.21031/epod.1069307

    Article  Google Scholar 

  13. Ye, N., Kueh, T.-B., Hou, L., Liu, Y., Yu, H.: A bibliometric analysis of corporate social responsibility in sustainable development. J. Clean. Prod. 272, 122679 (2020). ISSN 0959–6526, https://doi.org/10.1016/j.jclepro.2020.122679

  14. Ampese, L.C., Sganzerla, W.G., Di Domenico Ziero, H., Mudhoo, A., Martins, G., Forster-Carneiro, T.: Research progress, trends, and updates on anaerobic digestion technology: a bibliometric analysis. J. Clean. Prod. 331, 30004 (2022). ISSN 0959–6526, https://doi.org/10.1016/j.jclepro.2021.130004

  15. Arici, F., Yildirim, P., Caliklar, Ş, Yilmaz, R.M.: Research trends in the use of augmented reality in science education: content and bibliometric mapping analysis. Comput. Educ. 142, 103647 (2019). https://doi.org/10.1016/j.compedu.2019.103647

    Article  Google Scholar 

  16. Cheng, M.T., Chen, J.H., Chu, S.J., Chen, S.Y.: The use of serious games in science education: a review of selected empirical research from 2002 to 2013. J. Comput. Educ. 2(3), 353–375 (2015). https://doi.org/10.1007/s40692-015-0039-9

    Article  Google Scholar 

  17. Kara, N.: A systematic review of the use of serious games in science education. Contemp. Educ. Technol. 13(2), ep295 (2021). https://doi.org/10.30935/cedtech/9608

  18. García, I., Cano, E.: A computer game for teaching and learning algebra topics at undergraduate level. Comput. Appl. Eng. Educ. 26, 326–340 (2018). https://doi.org/10.1002/cae.21887

    Article  Google Scholar 

  19. Singh, G., Mantri, A., Sharma, O., Kaur, R.: Virtual reality learning environment for enhancing electronics engineering laboratory experience. Comput. Appl. Eng. Educ. 29, 229–243 (2021). https://doi.org/10.1002/cae.22333

    Article  Google Scholar 

  20. García, I., Pacheco, C., León, A., Calvo-Manzano, J.A.: A serious game for teaching the fundamentals of ISO/IEC/IEEE 29148 systems and software engineering – Lifecycle processes – Requirements engineering at undergraduate level. Comput. Stand. Interf. 67, 103377 (2020). ISSN 0920–5489, https://doi.org/10.1016/j.csi.2019.103377

  21. da Silva Júnior, J.N., et al.: Design, implementation, and evaluation of a game-based application for aiding chemical engineering and chemistry students to review the organic reactions. Educ. Chem. Eng. 34, 106–114 (2021). ISSN 1749-7728, https://doi.org/10.1016/j.ece.2020.11.007

  22. Al-Jibouri, S.H., Mawdesley, M.J.: Design and experience with a computer game for teaching construction project planning and control. Eng. Constr. Archit. Manag. 8(5/6), 418–427 (2001). https://doi.org/10.1108/eb021201

    Article  Google Scholar 

  23. Shernoff, D.J., Ryu, J.-C., Ruzek, E., Coller, B., Prantil, V.: The transportability of a game-based learning approach to undergraduate mechanical engineering education: effects on student conceptual understanding, engagement, and experience. Sustainability 12, 6986 (2020). https://doi.org/10.3390/su12176986

    Article  Google Scholar 

  24. Braghirolli, L.F., Ribeiro, J.L.D., Weise, A.D., Pizzolato, M.: Benefits of educational games as an introductory activity in industrial engineering education. Computers in Human Behavior 58, 315–324 (2016). ISSN 0747-5632, https://doi.org/10.1016/j.chb.2015.12.063

  25. Coller, B.D., Scott, M.J.: Effectiveness of using a video game to teach a course in mechanical engineering. Comput. Educ. 53(3), 900–912 (2009). ISSN 0360-1315, https://doi.org/10.1016/j.compedu.2009.05.012

  26. Cook-Chennault, K., Villanueva, I.: Exploring perspectives and experiences of diverse learners’ acceptance of online educational engineering games as learning tools in the classroom. In: 2020 IEEE Frontiers in Education Conference (FIE), Uppsala, Sweden, pp. 1–9 (2020). https://doi.org/10.1109/FIE44824.2020.9273886

  27. Corvalán, B., Recabarren, M., Echeverría, A.: Evolution of students’ interaction using a gamified virtual learning environment in an engineering course. Comput. Appl. Eng. Educ. 28, 979–993 (2020). https://doi.org/10.1002/cae.22275

    Article  Google Scholar 

  28. Cook-Chennault, K., Villanueva Alarcón, I., Jacob, G.: Usefulness of digital serious games in engineering for diverse undergraduate students. Educ. Sci. 12, 27 (2022). https://doi.org/10.3390/educsci12010027

    Article  Google Scholar 

  29. Hainey, T., Connolly, T.M., Stansfield, M., Boyle, E.A.: Evaluation of a game to teach requirements collection and analysis in software engineering at tertiary education level. Comput. Educ. 56(1), 21–35 (2011). ISSN 0360-1315, https://doi.org/10.1016/j.compedu.2010.09.008

  30. Jaramillo-Alcázar, A., Guaita, C., Rosero, J.L., Luján-Mora, S.: An approach to inclusive education in electronic engineering through serious games. In: 2018 XIII Technologies Applied to Electronics Teaching Conference (TAEE), La Laguna, Spain, pp. 1–7 (2018). https://doi.org/10.1109/TAEE.2018.8476110

  31. Martins, V.F., de Almeida Souza Concilio, I., de Paiva Guimarães, M.: Problem based learning associated to the development of games for programming teaching. Comput. Appl. Eng. Educ. 26, 1577–1589 (2018). https://doi.org/10.1002/cae.21968

  32. Mavromihales, M., Holmes, V., Racasan, R.: Game-based learning in mechanical engineering education: case study of games-based learning application in computer aided design assembly. Int. J. Mech. Eng. Educ. 47(2), 156–179 (2019). https://doi.org/10.1177/0306419018762571

    Article  Google Scholar 

  33. Mayo, M.J.: Games for science and engineering education. Commun. ACM 50, 7, 30–35 (2007). https://doi.org/10.1145/1272516.1272536

  34. Mesquida, A.-L., Mas, A.: Experiences on the use of a game for improving learning and assessing knowledge. Comput. Appl. Eng. Educ. 26, 2058–2070 (2018). https://doi.org/10.1002/cae.21990

    Article  Google Scholar 

  35. Díaz-Ramírez, J.: Gamification in engineering education – an empirical assessment on learning and game performance 6(9), e04972 (2020). https://doi.org/10.1016/j.heliyon.2020.e04972

  36. Segura, R.J., del Pino, F.J., Ogáyar, C.J., Rueda, A.J.: VR-OCKS: a virtual reality game for learning the basic concepts of programming. Comput. Appl. Eng. Educ. 28, 31–41 (2020). https://doi.org/10.1002/cae.22172

    Article  Google Scholar 

  37. Suzuki, K., Shibuya, T., Kanagawa, T.: Effectiveness of a game-based class for interdisciplinary energy systems education in engineering courses. Sustain. Sci. 16, 523–539 (2021). https://doi.org/10.1007/s11625-021-00912-3

    Article  Google Scholar 

  38. Taillandier, F., Adam, C.: Games ready to use: a serious game for teaching natural risk management. Simul. Gaming 49(4), 441–470 (2018). https://doi.org/10.1177/1046878118770217

    Article  Google Scholar 

  39. Tangworakitthaworn, P., Tengchaisri, V., Sudjaidee, P.: Serious game enhanced learning for agricultural engineering education: two games development based on IoT technology. In: 2020 - 5th International Conference on Information Technology (InCIT), Chonburi, Thailand, pp. 82–86 (2020). https://doi.org/10.1109/InCIT50588.2020.9310786

  40. Topalli, D., Cagiltay, N.E.: Improving programming skills in engineering education through problem-based game projects with Scratch. Comput. Educ. 120, 64–74 (2018). ISSN 0360–1315, https://doi.org/10.1016/j.compedu.2018.01.011

  41. Vergara, D., Extremera, J., Rubio, M.P., Dávila, L.P.: Meaningful learning through virtual reality learning environments: a case study in materials engineering. Appl. Sci. 9, 4625 (2019). https://doi.org/10.3390/app9214625

    Article  Google Scholar 

  42. Virvou, M., Katsionis, G.: On the usability and likeability of virtual reality games for education: the case of VR-ENGAGE. Comput. Educ. 50(1), 154–178 (2008). ISSN 0360-1315, https://doi.org/10.1016/j.compedu.2006.04.004

  43. Wang, R., DeMaria, S., Jr., Goldberg, A., Katz, D.: A systematic review of serious games in training health care professionals. Simul. Healthc. 11(1), 41–51 (2016). https://doi.org/10.1097/SIH.0000000000000118. PMID: 26536340

    Article  Google Scholar 

  44. Yuxuan, C., de Souza, R.C.G., Contessoto, Ad.G., Amorim, A.R.: Guidelines for the development of educational games to motivate the learning of theoretical concepts in Engineering and Computing courses. Comput. Appl. Eng. Educ. 29, 1312–1323 (2021). https://doi.org/10.1002/cae.22387

  45. Hamari, J., Shernoff, D.J., Rowe, E., Coller, B., Asbell-Clarke, J., Edwards, T.: Challenging games help students learn: an empirical study on engagement, flow and immersion in game-based learning. Comput. Hum. Beh. 54, 170–179 (2016). ISSN 0747-5632. https://doi.org/10.1016/j.chb.2015.07.045

  46. Çetin, A.C.: A 3D game based learning application in engineering education: Powering a recreational boat with renewable energy sources. In: 2012 15th International Conference on Interactive Collaborative Learning (ICL), pp. 1–4 (2012)

    Google Scholar 

  47. Digital accessibility: A systematic Literature Review, Fatima Ezzahra Chadli, Driss Gretete and Aniss Moumen. SHS Web Conf. 119, 06005 (2021). https://doi.org/10.1051/shsconf/202111906005

  48. Serious Games at the service of student’s integration into the work sector: Case of computer science engineering students, Zineb Sabri, Aniss Moumen, Youssef Fakhri, SHS Web Conf. 119 05005 (2021). https://doi.org/10.1051/shsconf/202111905005

  49. Zineb, S., Aniss, M., Fakhri, Y.: Serious games serving integration of graduated students: review and study cases. In: Proceedings of the 2nd International Conference on Big Data, Modelling and Machine Learning - Volume 1, pp. 181–186 (2021). BML, ISBN 978-989-758-559-3. https://doi.org/10.5220/0010730700003101

  50. Zineb, S., Aniss, M., Youssef, F.: Gamifying eLearning to improve professional integration to labor market systematic literature review. In: 2020 IEEE 2nd International Conference on Electronics, Control, Optimization and Computer Science (ICECOCS), Kenitra, Morocco, pp. 1–6 (2020). https://doi.org/10.1109/ICECOCS50124.2020.9314372

  51. Benhida, H., Souadi, M., El Ansari, M.: Convolutional neural network for automated colorectal polyp semantic segmentation on colonoscopy frames. In: 2022 9th International Conference on Wireless Networks and Mobile Communications (WINCOM), Rabat, Morocco, pp. 1–5 (2022). https://doi.org/10.1109/WINCOM55661.2022.9966447

  52. Aria, M., Cuccurullo, C.: bibliometrix: an R-tool for comprehensive science mapping analysis. J. Inform. 11(4), 959–975 (2017). Elsevier

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Zineb Sabri .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2024 The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Sabri, Z. et al. (2024). Engineering Education Using Serious Games: The Current State, Trends and Future Using a Bibliometric Study. In: El Fadil, H., Zhang, W. (eds) Automatic Control and Emerging Technologies. ACET 2023. Lecture Notes in Electrical Engineering, vol 1141. Springer, Singapore. https://doi.org/10.1007/978-981-97-0126-1_11

Download citation

Publish with us

Policies and ethics