TY - GEN
T1 - ZooSQL
T2 - 2025 IEEE CHILEAN Conference on Electrical, Electronics Engineering, Information and Communication Technologies, CHILECON 2025
AU - Panduro, Eduardo Patrick Miñan
AU - Albújar, Paolo Giuliano Zapata
AU - Caballero, José Jesús Valdivia
AU - Cárdenas, Edwin Escobedo
N1 - Publisher Copyright:
© 2025 IEEE.
PY - 2025
Y1 - 2025
N2 - The learning of databases and query languages such as SQL is fundamental for computer science students; however, their abstract and technical nature represents a frequent challenge. Many face difficulties in understanding key concepts such as Relational Algebra, DML, DQL, and PL/SQL. Therefore, in this research we propose ZooSQL, an interactive serious game designed to strengthen these skills through progressive challenges and immediate feedback. The evaluation of the impact of the ZooSQL game was carried out in two stages. In the first stage, we evaluated the user experience with the MEEGA+ model, analyzing key dimensions such as motivation, satisfaction, efficiency, effectiveness, perceived usefulness, and game accessibility. In the second stage, knowledge questionnaires were administered in pre- and post-use phases to evaluate the game’s effect on learning. Data were analyzed using the Student’s t-test and the Wilcoxon test, both of which revealed significant post-use improvements. On average, participants achieved 3.35 additional correct answers, corresponding to a 13.96% overall increase across all database-related topics assessed.
AB - The learning of databases and query languages such as SQL is fundamental for computer science students; however, their abstract and technical nature represents a frequent challenge. Many face difficulties in understanding key concepts such as Relational Algebra, DML, DQL, and PL/SQL. Therefore, in this research we propose ZooSQL, an interactive serious game designed to strengthen these skills through progressive challenges and immediate feedback. The evaluation of the impact of the ZooSQL game was carried out in two stages. In the first stage, we evaluated the user experience with the MEEGA+ model, analyzing key dimensions such as motivation, satisfaction, efficiency, effectiveness, perceived usefulness, and game accessibility. In the second stage, knowledge questionnaires were administered in pre- and post-use phases to evaluate the game’s effect on learning. Data were analyzed using the Student’s t-test and the Wilcoxon test, both of which revealed significant post-use improvements. On average, participants achieved 3.35 additional correct answers, corresponding to a 13.96% overall increase across all database-related topics assessed.
KW - Educational Technology
KW - Gamification
KW - PL/SQL
KW - Relational Algebra
KW - Serious games
KW - SQL Learning
UR - https://www.scopus.com/pages/publications/105038042910
U2 - 10.1109/CHILECON66915.2025.11476443
DO - 10.1109/CHILECON66915.2025.11476443
M3 - Articulo (Contribución a conferencia)
AN - SCOPUS:105038042910
T3 - Proceedings - IEEE CHILEAN Conference on Electrical, Electronics Engineering, Information and Communication Technologies, ChileCon
BT - 2025 IEEE CHILEAN Conference on Electrical, Electronics Engineering, Information and Communication Technologies, CHILECON 2025
A2 - Lefranc, Gaston
A2 - Cubillos, Claudio
PB - Institute of Electrical and Electronics Engineers Inc.
Y2 - 28 October 2025 through 30 October 2025
ER -