Table 3.

CIRCULAR IN PLAY project activities’ compliance with the GBL characteristics

GBL criteria3VIA 2022
(gamification) N = 24, n = 13
ScapeRoom (serious games) N = 25, n = 14R-Express (gamification and serious game) N = 17, n = 10Circular infographics (storytelling) N = 10, n = 10
Learning support
Tutorial92.385.780.080.0
Support46.257.170.090.0
Challenge/variability84.671.490.030.0
Assessment
Reward76.978.690.040.0
Penalty46.250.060.020.0
Feedback84.671.480.030.0
Learner control
Control over gameplay23.135.740.060.0
Game choice30.835.720.020.0
Immersion
Sensory element76.964.370.030.0
Digital immersionN/AN/AN/AN/A
Interaction
Collaboration53.885.7100.0100.0
Competition100.085.780.010.0
Other communication46.257.160.050.0
Narrative
Storyline/game cohesion23.128.620.050.0

Note:

The values are percentages

Source: Table created by authors

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