@misc{10481/93988, year = {2024}, url = {https://hdl.handle.net/10481/93988}, abstract = {The training of future teachers requires innovative strategies that involve and motivate students. The aim of this study was to analyse the impact of a digital serious game on students’ emotional vari- ables. A total of 62 students aged 22–23years of age from a Master’s degree participated. A digital serious game called ‘The case of the stolen exam’ was carried out in an experimental group to analyse its impact on emotional variables, in comparison with a control group that did not take part in this serious game. To evaluate several emotional variables, the Gameful Experience in Gamification scale was used, including five dimensions: enjoyment, absorption, creative thinking, activation, and absence of negative effect. Significant differences were observed favourable to the experimental group in all the questionnaire’s dimensions with an overall high effect size (r ≥ 0.61). New innovative approaches in education are needed to improve students’ commitment and motivation.}, title = {Impact of a digital serious game on emotional variables of students of the master’s degree in teaching}, author = {Pérez López, Isaac José and Navarro Mateos, Carmen and Mora González, José}, }