@inproceedings{SchnitzerCasermanKorn2025, author = {Schnitzer, Benjamin and Caserman, Polona and Korn, Oliver}, title = {Sky Dash: Evaluating the Effects of a Serious Low-Threshold Mobile Game on Learning Efficacy and User Experience in a Repetitive Learning Task}, booktitle = {Serious Games : 10th Joint International Conference, JCSG 2024, New York City, NY, USA, November 7-8, 2024, Proceedings}, volume = {LNCS 15259}, editor = {Plass, Jan L. and Ochoa, Xavier}, edition = {1.}, isbn = {978-3-031-74137-1 (Softcover)}, issn = {0302-9743 (Print)}, doi = {10.1007/978-3-031-74138-8_16}, institution = {ACI - Affective and Cognitive Institute}, pages = {211 -- 227}, year = {2025}, abstract = {Training and further education are crucial for efficiency and safety in large companies. However, learning special vocabulary about dangerous goods, occupational safety, or internal codes can be tedious due to the need for repetition. Combining learning with the intrinsic motivation and fun of playing digital games, a concept known as serious games, is gaining traction with recent advancements in the gaming industry. Particularly mobile games have become popular due to their accessibility. Despite evidence of the benefits of serious games, the potentials of low-threshold mobile games in vocational training are still underexplored. In this work, we present the results of a study (n = 79) investigating the potentials of a serious low-threshold mobile game called "Sky Dash" to enhance the experience of a repetitive learning task in the context of a large company in ground logistics. We used a between-subjects design with employees working in the baggage handling at an international airport. The findings underline the users' appreciation of interactive gamified learning in comparison to non-gamified passive learning. Although participants learning with the non-gamified method performed significantly better than those using the gamified method, it is another major finding that knowledge gain among participants learning with the game was still significant between pre-, post-, and memory tests, and they reported significantly more fun.}, language = {en} }