Impact of a digital serious game on emotional variables of students of the master’s degree in teaching Pérez López, Isaac José Navarro Mateos, Carmen Mora González, José 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. 2024-09-05T09:55:55Z 2024-09-05T09:55:55Z 2024 journal article Pérez-López, I. J., Navarro-Mateos, C., & Mora-Gonzalez, J. (2024). Impact of a digital serious game on emotional variables of students of the master’s degree in teaching. Innovations in Education and Teaching International, 1-13. https://hdl.handle.net/10481/93988 eng embargoed access