The integration of educational video games into primary education has shown promise for improving learning outcomes, yet challenges persist in adapting these tools to diverse student needs and specific curricular goals in science and technology (S&T). In Peru, where access to configurable interactive resources remains limited, traditional methods often fail to engage 4th-grade students effectively. This study presents “Mi Librero de Aventuras” (“My Adventure Bookshelf”), a configurable educational video game designed to enhance S&T learning by allowing teachers to tailor content to individual learning objectives and student profiles. Developed using the LEGA framework and LM-GM model in Unity with C#, the game features three adventures addressing key topics—scientific method, ecosystems, and internal systems—aligned with the Peruvian MINEDU curriculum. The research focused on identifying learning and game mechanics to support S&T education, designing a customizable tool for teachers, and evaluating its impact on engagement and comprehension. While initial results are promising, the study acknowledges limitations in sample size and device compatibility, which will be addressed in future iterations. Tested with 4th-grade students in Lima, quantitative results showed an 80% approval rate for educational effectiveness and a 90% positive gameplay experience via GEQ scores, while qualitative feedback highlighted improved motivation and usability. These findings underscore the potential of configurable video games to deliver personalized, engaging S&T education, offering a scalable model for enhancing primary-level learning in Peru.

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Mi Librero de Aventuras: A Novel Configurable Serious Game for Personalized Science and Technology Learning in Peruvian Primary Education

  • Luiggi Ramos,
  • Johan Baldeón,
  • María-José Espinosa-Chueca

摘要

The integration of educational video games into primary education has shown promise for improving learning outcomes, yet challenges persist in adapting these tools to diverse student needs and specific curricular goals in science and technology (S&T). In Peru, where access to configurable interactive resources remains limited, traditional methods often fail to engage 4th-grade students effectively. This study presents “Mi Librero de Aventuras” (“My Adventure Bookshelf”), a configurable educational video game designed to enhance S&T learning by allowing teachers to tailor content to individual learning objectives and student profiles. Developed using the LEGA framework and LM-GM model in Unity with C#, the game features three adventures addressing key topics—scientific method, ecosystems, and internal systems—aligned with the Peruvian MINEDU curriculum. The research focused on identifying learning and game mechanics to support S&T education, designing a customizable tool for teachers, and evaluating its impact on engagement and comprehension. While initial results are promising, the study acknowledges limitations in sample size and device compatibility, which will be addressed in future iterations. Tested with 4th-grade students in Lima, quantitative results showed an 80% approval rate for educational effectiveness and a 90% positive gameplay experience via GEQ scores, while qualitative feedback highlighted improved motivation and usability. These findings underscore the potential of configurable video games to deliver personalized, engaging S&T education, offering a scalable model for enhancing primary-level learning in Peru.