RT info:eu-repo/semantics/article T1 Using Serious Game Techniques with Health Sciences and Biomedical Engineering Students: An Analysis Using Machine Learning Techniques A1 Sáiz Manzanares, María Consuelo A1 Marticorena Sánchez, Raúl A1 Escolar Llamazares, María del Camino A1 González Díez, Irene A1 Velasco Saiz, Rut K1 Serious games K1 Machine learning K1 Learning monitoring K1 Branching scenario K1 Tecnología K1 Technology K1 Informática K1 Computer science K1 Psicología K1 Psychology K1 Enseñanza superior K1 Education, Higher AB The use of serious games on virtual learning platforms as a learning support resource is increasingly common. They are especially effective in helping students acquire mainly applied curricular content. However, a process is required to monitor the effectiveness and students’ perceived satisfaction. The objectives of this study were to (1) identify the most significant characteristics; (2) determine the most relevant predictors of learning outcomes; (3) identify groupings with respect to the different serious game activities; and (4) to determine students’ perceptions of the usefulness of the simple and complex serious game activities. We worked with a sample of 130 university students studying health sciences and biomedical engineering. The serious game activities were applied in a Moodle environment, UBUVirtual, and monitored using the UBUMonitor tool. The degree type and the type of serious game explained differing percentages of the variance in the learning results in the assessment tests (34.4%—multiple choice tests [individual assessment]; 11.2%—project performance [group assessment]; 25.6%—project presentation [group assessment]). Different clusters were found depending on the group of students and the algorithm applied. The Adjusted Rang Index was applied to determine the most appropriate algorithm in each case. The student satisfaction was high in all the cases. However, they indicated complex serious games as being more useful than simple serious games as learning resources for the practical content in both health sciences and biomedical engineering degrees. PB MDPI YR 2024 FD 2024 LK http://hdl.handle.net/10259/10274 UL http://hdl.handle.net/10259/10274 LA eng NO Project “Voice assistants and artificial intelligence in Moodle: a path to a smart university” -SmartLearnUni-. Project number: PID2020-117111RB-I00, funded by State Investigation Agency. Ministry of Science, Innovation and Universities. Government of Spain; Project “The use of serious virtual game scenarios as a resource for improving the teaching-learning process in teaching-learning process in Health Sciences and Engineering degrees”-Serious Games Virtual Space-. Project number: Nº 1-13-03-2023, funded by Vice-Rectorate for Teaching and Research Staff. University of Burgos (Spain). DS Repositorio Institucional de la Universidad de Burgos RD 14-mar-2025