BubbleMumble: A Serious Game for the Dissemination of Scientific
Results in Secondary Schools
Alessandro Signa
1,2 a
, Manuel Gentile
1,3 b
, Sabrina Picciotto
4 c
, Antonella Cusimano
4 d
and Salvatore Perna
1,2 e
1
Institute for Educational Technology (ITD), National Research Council of Italy (CNR), Palermo, Italy
2
Department of Engineering, University of Palermo, Palermo, Italy
3
Department of Computer Science, University of Turin, Turin, Italy
4
Institute for Research and Biomedical Innovation (IRIB), National Research Council of Italy (CNR), Palermo, Italy
Keywords:
Serious Game, Dissemination, GBL.
Abstract:
Disseminating the scientific results of a project, especially to young audiences such as secondary school stu-
dents, is a difficult task. Often the worlds of research and school are so far apart in terms of communication
that there is a risk of dissipating dissemination efforts without achieving satisfactory results. Serious Games
are a tool that can respond to this problem by providing a fun and effective environment that is very close
to the world of young people, and that uses familiar language through which the educational content can
be conveyed. In this paper, we will present BubbleMumble, a Serious Game designed and implemented to
disseminate the results of the European project VES4US. We will also describe the project together with its
dissemination objectives, and finally, we will present the results of an experiment on the use of the serious
game involving 131 students of the secondary school.
1 INTRODUCTION
The dissemination of scientific results in research
projects is a key step. It is the process by which what
is achieved by academic efforts is transferred and
shared both with the rest of the scientific community
and with the wider non-specialist population. Tradi-
tionally, scientific dissemination takes place through
presentations and publications of scientific articles in
journals and conferences, channels that unfortunately
often remain confined to the context of the scien-
tific community. The need to reach a wider audi-
ence, through the planning of effective strategies and
the choice of appropriate means of communication,
has recently been highlighted by the European Com-
mission in the context of the Horizon2020 Research
and Innovation programme (European Commission,
2014).
a
https://orcid.org/0000-0001-5861-488X
b
https://orcid.org/0000-0001-6288-0830
c
https://orcid.org/0000-0001-5544-984X
d
https://orcid.org/0000-0001-6811-5670
e
https://orcid.org/0000-0003-2206-8172
As modern society continues to evolve through
new paradigms of communication and social interac-
tion, becoming increasingly intertwined with the dig-
ital world, traditional knowledge transfer patterns and
learning processes struggle to keep pace (Loganathan
et al., 2019). According to recent statistics, half of
the European population regularly uses video games,
with an average of nine and a half hours of gaming
per week (ISFE, 2021). This phenomenon is not con-
fined to Europe, and similar numbers can be observed
in the United States (ESA, 2021) and China (Mcgre-
gor, 2021). While this trend is constantly growing, the
idea of using video games, their language, and fea-
tures to enhance learning processes is not new. The
idea itself that play is a serious matter traces back di-
rectly to Plato (Ardley, 1967).
Today, serious games (SG), i.e. games that do not
have entertainment or fun as their main objective but
rather educational goals (de Freitas, 2006; Charsky,
2010), are increasingly being used, also due to the re-
sults that research has produced in recent years. Al-
though the scientific community is still divided on the
impact of SGs on learning outcomes (Kalogiannakis
Signa, A., Gentile, M., Picciotto, S., Cusimano, A. and Perna, S.
BubbleMumble: A Serious Game for the Dissemination of Scientific Results in Secondary Schools.
DOI: 10.5220/0011043000003182
In Proceedings of the 14th International Conference on Computer Supported Education (CSEDU 2022) - Volume 2, pages 467-474
ISBN: 978-989-758-562-3; ISSN: 2184-5026
Copyright
c
2022 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
467
et al., 2021; Subhash and Cudney, 2018; Zainuddin
et al., 2020; Ad
ˇ
zi
´
c et al., 2021), several studies show
the positive impact they can have on students’ engage-
ment and motivation (Subhash and Cudney, 2018;
Bakhanova et al., 2020; Papastergiou, 2009; Filsecker
and Hickey, 2014; Connolly et al., 2012; Boyle et al.,
2016; Hamari et al., 2016).
Another huge advantage of SGs is that they offer
a complex simulated virtual environment in which to
experience safe, cost-effective, and less stressful than
reality. This is immediately evident in specific sim-
ulation games such as Microsoft Flight Simulator X,
where the level of realism is so high that it can be
used as an effective tool for training and the evalu-
ation and study of flight-related phenomena (Kortel-
ing et al., 2016; Karmakar et al., 2019; Mohammed
and Khaled, 2021), but at the same time it is also true
for games that were not created as faithful simula-
tors. This is the case with games such as SimCity
and Roller Coaster Tycoon (RCT), which started as
commercial games aimed at pure entertainment and
which over time have been used as virtual environ-
ments in which to experiment and learn skills and
competencies transferable to real-life (Sierra, 2019;
Roose and Veinott, 2017; Bereitschaft, 2021; Prama-
putri and Gamal, 2019; Arnold et al., 2019).
For these reasons, it was decided to use Seri-
ous Games to disseminate the research results ob-
tained within VES4US, a three-year project (2018-
2021) funded by the Horizon 2020-Future and Emerg-
ing Technology (FET) program, that involved 6
organizations from as many European countries
(https://VES4US.eu). The project aims to realize and
develop an innovative platform for the efficient pro-
duction of extracellular vesicles (EVs) starting from a
biological and renewable culture: microalgae. The in-
novation introduced by VES4US lies in the intuition
that microalgae could represent a natural source of
EVs that at the same time is cheap, sustainable, and
easily scalable at the industrial level.
It is in this framework that BubbleMumble comes
to life, the Serious Game that has the task of spreading
the contents of the VES4US project to students aged
between 13 and 16 years old. BubbleMumble is com-
posed of two distinct parts, two separate and indepen-
dent games: BubbleMumble Kart and BubbleMum-
ble Lab. The first one is meant to teach players about
elementary biological concepts related to the world
of EVs, and it does so by transporting players to a go-
kart race that takes place inside a cell. The second
one is set in a laboratory and it is aimed to disclose
the processes of characterization and functionaliza-
tion of EVs, remaining faithful to the methodological
processes developed within the project VES4US.
In this work, we will deal exclusively with the sec-
ond of the two games, BubbleMumble Lab, which for
brevity in the following will be called just Bubble-
Mumble. The game, once complete, has been the sub-
ject of experimentation that has involved 131 students
of both lower and upper secondary school.
In the following chapters, the game will be pre-
sented, together with its design. Then the experimen-
tation carried out will be described and results will
be shown and discussed. Finally, conclusions will be
drawn from the experience collected and future works
will be considered.
2 THE BUBBLEMUMBLE
SERIOUS GAME
BubbleMumble is a serious game designed to dissem-
inate the activities of the VES4US project. The game,
in its entirety, is composed of two independent games.
The first aims to make the players aware of the biol-
ogy concepts underlying the processes of vesicle gen-
eration. The second is aimed at disseminating the pro-
cesses developed within the VES4US project used to
characterize and functionalize extra-cellular vesicles.
In this chapter, we will describe the second of these
games, since it was the object of the experimenta-
tion presented in this work. The processes to be con-
veyed through this game are therefore the isolation of
nanovesicle cultures, their functionalization, and their
characterization. This entire process is determined by
a very specific sequence of steps, each with its pecu-
liar parameters. The various steps have to be carried
out in a precise order and the value of the parame-
ters involved has to be set accurately to complete the
process successfully.
The idea that guided the design of this game
was to consider the isolation, functionalization, and
characterization production chain as a kitchen recipe,
where sequencing and dosage are two essential fac-
tors. It was therefore identified the commercial video
game Overcooked as a source of inspiration for the
design of this portion of the BubbleMumble game.
In Overcooked, the player has to work with his team
to cook, plate, and serve a variety of dishes to eager
customers. The main feature that makes the game
extremely fun and addictive is the constant state of
’frenzy’ that forces the player to sharpen his reflexes
and keep his attention level high at all times. The
game flow within each level is characterized by a se-
ries of simple operations (e.g. slicing a vegetable).
Simple operations in series must be carried out one
after the other so that the final dish can be served.
The ingredients scattered around the kitchen must be
CSEDU 2022 - 14th International Conference on Computer Supported Education
468
identified, collected, and used according to the recipe
using the available utensils.
BubbleMumble has been designed based on the
above-mentioned features to achieve the objectives of
dissemination while engaging the players in fun activ-
ities. The game is set in a laboratory with all the nec-
essary tools for the production of nanovesicles. Here
the player plays the role of a young researcher. The
game has two distinct modes: Internship and Produc-
tion. These have different objectives: the Internship
mode aims to train and tutor the player in the game
environment and the concepts it conveys, while the
Production mode serves to verify and reinforce what
was learned during the training. In the Internship
phase, under the guidance of a more experienced vir-
tual researcher (non-player character), the player will
discover the various ”recipes” that lead to the devel-
opment of algae cultures and the selection of various
types of nanovesicles. In Production mode, the player
will have to produce the vesicles, using the recipes
discovered and the tools available in the laboratory, to
meet the delivery requests coming from the market.
Each request is characterized by a maximum time that
the customer is willing to wait to receive his order: the
player will therefore have to manage the various steps
of the process, even carrying out several cultures in
parallel, to respond to as many requests as possible
within the time limits.
2.1 User Interface
The serious game, in both modes, allows the player to
move in third-person inside a three-dimensional lab-
oratory in which there are several tables with all the
instruments necessary for the procedures he/she will
have to carry out. The interface has been designed
keeping in mind the purpose of the game and the de-
vices on which it will be played, namely smartphones
and tablets.
For this reason, to control the character’s move-
ments there is a joystick on the left-hand side of the
screen, designed to be used with the left thumb. Its
counterpart, on the right, is a button that allows you
to interact with the elements present in the laboratory
(tools, tables, baskets, etc.). At the top of the screen,
the list of steps required to complete the extraction
process of the nanovesicles for the algae culture cur-
rently being carried by the character is shown. This
list presents the steps in the form of intuitive icons
and each of them is marked as soon as the relevant
step is completed by the player. The lower part of
the screen shows on the left the graphical indication
of the current quality value of the current culture and
on the right, there is a button that allows access to
the player’s notes. The notes, represented through a
full-screen panel, summarize synthetically and imme-
diately what the player has learned about the various
types of microalgae present in the game and about
some of the tools present in the laboratory. There
are also some elements of the interface that are only
present during the Production mode because they re-
late to game mechanics that are not active during the
Internship phase. In the top left corner of the screen,
there is an hourglass that indicates the time remain-
ing before time runs out. Also displayed nearby is
the player’s current score for the current session. At
the bottom of the screen, in the center, a list is dis-
played containing requests for nanovesicles from buy-
ers. Each request is represented through characteris-
tic icons and a slider that indicates how long the cus-
tomer is willing to wait for the fulfillment of his or-
der; during the game session, this list is continuously
updated. Finally, on the left margin of the screen,
an alert symbol is shown now and then, warning the
player about the immediate appearance of danger in-
side the laboratory.
2.2 Gameplay
Each production cycle starts with the selection of al-
gae (from 4 alternatives) from a special container and
continues through multiple steps to fulfill the ”recipe”
of the selected algae. Step by step, the player has to
add nutrients to the culture, adjust its ph, manage its
incubation, set up extraction and vesicle isolation cy-
cles, and finally check the quality of what is obtained.
The whole process, from selection to quality control,
is made up of sequential tasks, each of which includes
a mini-game whose score will have a direct impact on
the quality of the culture. The score will be higher the
more accurate the work done by the player in com-
pleting the mini-game. The overall quality of the al-
gae culture depends on the scores obtained in each of
the mini-games. If the player compromises the cul-
ture considerably by getting too low of a score, it will
be degraded and discarded and the player will have to
start over.
In Internship mode a non-player character will
support the player during the process, highlighting
the key concepts of each production step and guid-
ing the player explicitly through the correct sequence
of steps. In this phase, additional guides will be pro-
vided to the player both to facilitate his spatial orien-
tation in the laboratory and to suggest the best way to
complete each mini-game in the sequence. The aim
of this mode is to provide the player with the detailed
knowledge, often numerical, needed to carry out the
correct steps: he/she will have to select, for example,
BubbleMumble: A Serious Game for the Dissemination of Scientific Results in Secondary Schools
469
the right amount of vitamins for the culture medium,
adjust the pH and remember whether a certain micro-
algae needs fresh or saltwater to grow properly. Once
all the necessary steps have been completed, the qual-
ity of the product obtained is communicated to the
player as soon as he inserts the mixture into a quality
control machine. This machine, simulating the con-
trol on markers, homogeneity, and quantity, returns
to the player a certificate containing the final judg-
ment on the vesicles he has produced. This phase
thus plays the role of the game’s tutorial, in order to
give the player a chance to become familiar with the
dynamics and mechanics of the game. As soon as
an entire production cycle is successfully completed
in the Internship phase, notes about it will be added
to the player’s handbook, which will then always be
available for consultation, in every phase of the game.
During the Internship, without any game contingen-
cies and without any time limit, the player will be
able to learn, at his own pace, what is necessary to
be independent and efficient in the production phase.
In the Production mode, the mechanics described
above remain, but the presence of guides during the
production cycle is reduced. In this mode, however,
some mechanics are introduced to increase engage-
ment and encourage the consolidation of the knowl-
edge acquired during the apprenticeship. The player
will have to satisfy the requests coming from the mar-
ket, each of which will be characterized by a type of
seaweed and an indication of the quantity to be de-
livered. Each request must be fulfilled within a time
limit, after which the customer will no longer be inter-
ested in the product. Each request completed within
the time limit will give the player a higher score if the
customer is satisfied with the product. Customer sat-
isfaction is influenced by the speed with which the re-
quest is completed, the quality of the compound pro-
duced, and the correctness of the vesicle isolation cy-
cles. The player’s ultimate goal will therefore be to
obtain the highest possible score within the time limit
of the game session in production mode, which equals
10 minutes.
To make the game less linear, and therefore more
fun and engaging, during the Production mode there is
a random generation of obstacles that the player must
avoid in order not to lose precious time. During the
course of the game, in fact, flasks containing liquid
will shatter on the ground, making the area slippery
and posing a frequent risk of falling to the player. In
the laboratory, there are also some elements that are
not strictly functional to the completion of the process
but are certainly of help to the player. In fact, there
are some empty tables scattered around the room that
allows the player to temporarily place the algae cul-
ture he/she is holding in his/her hand, thus allow-
ing him/her to carry out several processes in parallel.
There are also baskets that allow the player to throw
away or discard the held culture if it has become use-
less or unsatisfactory. Finally, a microscope placed on
a table on the left side of the room allows the player to
see the enlarged detail of his/her own culture, show-
ing the cell bodies of the microalgae at the base of the
compound.
3 METHOD
3.1 Participants
The experiment involved numerous students from dif-
ferent Italian schools located in the cities of X and Y.
In particular, two classes from the third year of lower
secondary school and four classes from the second
year of upper secondary school (one from the first
year, one from the second and two from the fifth)
participated. Although the target design was students
aged between 13 and 16, it was decided to include stu-
dents from the last years of upper secondary school
in order to assess the impact of the game on them.
The selection of the classes was random. In total,
the activities were carried out by 131 students (aver-
age age=15.69, sd=9.13), of which 49 belonged to the
lower secondary school and 82 to the upper secondary
school. 54.96% (n=72) of them identified themselves
as female, 38.93% (n=51) as male, and 6.11% (n=8)
preferred not to indicate any gender.
3.2 Materials
Students played the game using their personal mobile
devices (tablets and smartphones). The Serious Game
was made available on the main stores (App Store and
Google Play Store) completely free of charge. The
researchers gave a short presentation to the students
about the basics of biology related to the world of
extracellular vesicles, as well as the context of the
VES4US project and the game and its purpose. Fi-
nally, a questionnaire was administered to the stu-
dents in order to detect their perception regarding the
usefulness of the game, the level of engagement, the
concepts at the center of the dissemination objectives,
the level of clarity of the instructions provided, the
interest in the topics dealt with and to provide feed-
back on the game itself. The questionnaire consists
of 22 items on a ten-point Likert scale. The items are
listed in Table 1. Before answering the questionnaire,
the students also answered some questions aimed at
collecting demographic data such as age, gender and
CSEDU 2022 - 14th International Conference on Computer Supported Education
470
Table 1: The items of the questionnaire given to the students.
Item identifier Item
Q1 How much do you like biology-related topics?
Q2 How well did you understand the objectives of the game from the start?
Q3 How keen are you to install the game on your device?
Q4 How motivated are you to continue playing with BubbleMumble?
Q5 How useful was the Internship mode for understanding the process of vesicle production and
selection?
Q6 How useful was the Internship mode in identifying the correct mix of elements for good and
correct vesicle production?
Q7 How useful was the Internship mode for understanding the differences between the different
types of algae?
Q8 How useful was the game in improving your ability to develop and apply appropriate time
management strategies and/or tactics?
Q9 How useful was the game to get a general idea of how a research laboratory works?
Q10 How useful was the game for understanding what extracellular vesicles are?
Q11 How useful was the game in identifying the correct flow of play to make a vesicle?
Q12 How useful was the game in identifying the variables that affect the algae culture quality?
Q13 How useful was the game to associate the nutrients needed for each type of algae culture?
Q14 How engaging is the game?
Q15 How boring is the game?
Q16 How educational is the game?
Q17 How useful is the game?
Q18 How playable is the game?
Q19 How would you rate the game’s graphics?
Q20 How would you rate the game’s sounds?
Q21 How would you rate the game’s feedback?
Q22 How would you rate the game’s instructions and explanations?
school attended, together with indications of any prior
study of biology.
3.3 Procedures
All the experimentation-related activities were carried
out in the classroom within the school context. For
each class, two researchers belonging to the working
group attended the activities. They started by briefly
presenting to the students the key concepts related
to extracellular vesicles, the context provided by the
VES4US project, the game, and its purpose. This pre-
sentation lasted an average of 5 minutes. At the end
of the presentation, students were asked to download
the game on their devices: to this end, students were
directed to the Apple App Store or the Google Play
Store, depending on the device. Before continuing the
activities, it was ensured that all students had down-
loaded and installed the game. At this stage, the re-
searchers helped the students by providing assistance
and guidance. Once the entire class had installed the
game, students were asked to begin playing the game
in Internship mode and complete a full production cy-
cle. At the end of this first cycle, students were given
complete freedom on their choice of game mode and
were informed that they could switch between modes
(from Internship to Production and vice versa) at any
time. The students then played freely for 45 minutes.
At the end of this time, in order to increase engage-
ment and ensure that everyone played in Production
mode, a friendly ”competition” was opened to deter-
mine who would be able to get the highest score at
the end of a 10-minute session played exclusively in
Production mode. At the end of this small competi-
tion, where the students competed against each other,
a winner was named. Next, students were asked to fill
out an anonymous questionnaire. The questionnaire
was administered via the Lime-Survey web platform
through the same personal devices that the students
used for the game.
BubbleMumble: A Serious Game for the Dissemination of Scientific Results in Secondary Schools
471
Table 2: Descriptive statistics of items.
Item identifier Short Item description mean sd skew kurtosis
Q1 biology engagement 7.05 2.25 -0.92 0.59
Q2 initial goal comprehension 6.62 2.62 -0.53 -0.51
Q3 intention to install 5.75 3.02 -0.27 -1.18
Q4 intention to play 5.64 2.98 -0.17 -1.26
Q5 production understanding 7.03 2.50 -0.82 0.02
Q6 mix understanding 6.98 2.39 -0.87 0.20
Q7 algae understanding 6.34 2.65 -0.49 -0.64
Q8 strategy time improving 6.00 2.73 -0.43 -0.85
Q9 labwork improving 7.19 2.18 -0.85 0.48
Q10 vescicles improving 6.18 2.44 -0.55 -0.39
Q11 flow of play 6.29 2.53 -0.69 -0.34
Q12 variables identification 6.33 2.61 -0.64 -0.47
Q13 nutrients needed 6.34 2.50 -0.52 -0.34
Q14 engaging 6.77 2.46 -0.73 -0.19
Q15 boring 4.98 2.67 0.36 -0.77
Q16 educational 7.48 2.23 -1.09 0.87
Q17 useful 6.42 2.59 -0.64 -0.40
Q18 playable 6.37 2.46 -0.54 -0.38
Q19 graphic 6.09 2.35 -0.60 -0.48
Q20 sound 5.66 2.78 -0.31 -0.90
Q21 feedback 6.40 2.54 -0.59 -0.32
Q22 instructions and explanations 6.50 2.76 -0.68 -0.54
4 RESULTS AND DISCUSSIONS
Table 2 shows the descriptive analysis carried out on
all the items of the questionnaire. In general terms,
the data show a good level of engagement with the
BubbleMumble activity.
Specifically, students seemed to be interested in
biology-related topics (Q1, avg=7.05, sd=2.25). This
helped us to exclude potential bias in the students to-
wards the topics covered by the Serious Game Bub-
ble Mumble. Similarly, the response to question Q2
(avg=6.62, sd=2.62) highlights a possible difference
in the way the introduction to the experimentation was
conducted by the researchers prior to the start of the
game activities. The low mean value ( although pos-
itive), along with the two standard deviation points,
highlight the need in the future to standardize this
introduction so that it is the same regardless of the
researchers conducting it and the classes in which it
is carried out. Similarly, in order to achieve greater
clarity in the instructions provided to students, it may
be appropriate to revise the instructions given by the
avatar during the Internship phase to make them more
concise and clear.
The positive results of the responses to items Q5,
Q6 and Q7 confirm the ideas that guided the design
phase: the choice to create a mode in which the stu-
dent could learn outside of the time-pressure typical
of the Production mode turned out to be successful,
and the players showed that they consider this mode
useful for understanding and learning the concepts
at the core of the nanoalgosome production process.
The overall good response to items Q8 to Q13 also
shows that students find the game useful for learning
the biology-related content at the core of the dissemi-
nation aim. This is also confirmed by the positive val-
ues found for items Q16 and Q17. The greatest criti-
cism is found in the responses to item Q20 and is ad-
dressed to the audio component of the game. Conse-
quently, greater attention to elements such as sound-
track and audio effects (and potentially voice dubbing
of instructions) could lead to an improvement in the
overall perception of the game by students and thus
increase its effectiveness.
A further positive point of this experimentation
is the overall positivity of the responses found, es-
CSEDU 2022 - 14th International Conference on Computer Supported Education
472
pecially in the classes of the first order secondary
school, despite the fact that the game was only avail-
able in English, and not in the mother tongue of the
students. In this regard, a localization in more lan-
guages could help to increase the effectiveness of the
game and its distribution in more countries. It is also
important to note that a more detailed analysis of the
responses of the last classes (fifth year of high school)
brought to the surface a decisively negative trend.
These students found the game less engaging and use-
ful and generally made more criticism of the graphi-
cal component. This unfortunately confirms the initial
target design and discourages an expansion of the age
range in which to use the game.
5 CONCLUSIONS AND FUTURE
WORKS
This study represents a first step toward refining the
game and how it is administered and used within the
school setting. Many lessons can be taken from this
experience. In regards to the levels of perceived en-
gagement and boredom of the game, although the val-
ues detected are probably explained by the presence
within the experiment of students with ages outside
the design target group, it pushes to reason on how
the game could be made even more engaging. Taking
again inspiration from the Overcooked game, the in-
troduction of multi-player modes (both direct, such as
co-op play, and indirect, through the addition of ele-
ments such as leaderboards) could improve students’
perception and actually increase the game’s effective-
ness. At the same time, the variance in the students’
understanding of the tasks to be completed within the
proposed activities defines the need to formalize an
introduction that can be directly integrated within the
game and that, consequently, does not require the in-
tervention of an external person. Moreover, following
the indications provided by the students’ feedback, an
improvement and, above all, greater attention in the
design phase to the audio component of the game is
necessary. Finally, while this experimentation was
more useful to assess the level of enjoyment of the
game and the activities carried out, it is important to
plan and verify through a rigorous study the actual
transfer of knowledge implemented by the game, to
validate it as a tool for content acquisition.
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