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Original Paper
Learning to Read by Learning to Write: Evaluation of a Serious
Game to Foster Business Process Model Comprehension
Michael Winter1, MSc; Rüdiger Pryss1, Prof Dr; Thomas Probst2, Prof Dr; Manfred Reichert1, Prof Dr
1Institute of Databases and Information Systems, Ulm University, Ulm, Germany
2Department for Psychotherapy and Biopsychosocial Health, Danube University Krems, Krems, Austria
Corresponding Author:
Michael Winter, MSc
Institute of Databases and Information Systems
Ulm University
James-Franck Ring 1
Ulm, 89069
Germany
Phone: 49 7315024126
Abstract
Background: The management and comprehension of business process models are of utmost importance for almost any
enterprise. To foster the comprehension of such models, this paper has incorporated the idea of a serious game called Tales of
Knightly Process.
Objective: This study aimed to investigate whether the serious game has a positive, immediate, and follow-up impact on process
model comprehension.
Methods: A total of two studies with 81 and 64 participants each were conducted. Within the two studies, participants were
assigned to a game group and a control group (ie, study 1), and a follow-up game group and a follow-up control group (ie, study
2). A total of four weeks separated study 1 and study 2. In both studies, participants had to answer ten comprehension questions
on five different process models. Note that, in study 1, participants in the game group played the serious game before they answered
the comprehension questions to evaluate the impact of the game on process model comprehension.
Results: In study 1, inferential statistics (analysis of variance) revealed that participants in the game group showed a better
immediate performance compared to control group participants (P<.001). A Hedges g of 0.77 also indicated a medium to large
effect size. In study 2, follow-up game group participants showed a better performance compared to participants from the follow-up
control group (P=.01); here, a Hedges g of 0.82 implied a large effect size. Finally, in both studies, analyses indicated that complex
process models are more difficult to comprehend (study 1: P<.001; study 2: P<.001).
Conclusions: Participants who played the serious game showed better performance in the comprehension of process models
when comparing both studies.
(JMIR Serious Games 2020;8(1):e15374) doi: 10.2196/15374
KEYWORDS
business process model comprehension; business process modeling; serious games; learning; research design
Introduction
Background
The application of game designs and their related principles
constitutes a promising approach to encouraging learning and
to playfully imparting knowledge [1,2]. More specifically, this
could mean integrating a game design and its principles into a
nongame context (eg, administrative work). Among others,
serious games have received attention as a potential alternative
for fostering professional development by stimulating an active
learning process [3]. By using specific design principles derived
from video games (eg, competition, curiosity, and collaboration),
serious games integrate these into a nongame context to improve
motivation when completing or addressing complex or
bothersome tasks [4]. Accordingly, there have been reviews
and studies that investigated the potential impact of such games
on learning and skill enhancement [5]. For example, Wouters
et al [6] evaluated several game features (eg, role play) and
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outlined that serious games and their respective features can
improve cognitive skills (eg, problem-solving). Furthermore,
Von Wangenheim and Shull [7] demonstrated that serious games
are an effective approach for learning, especially for the
reinforcement of knowledge.
Owing to the increasing positive awareness of serious games,
various disciplines (eg, education, health care, and business)
have adapted the use of serious games according to their
purposes [8-10]. Based on this, the computer science discipline
that deals with the creation and understanding of process models
is also suitable for the utilization of serious games [11]. A
process model is a type of diagram that represents the
procedures, workflows, and algorithms [12], but it specifically
documents all steps, decisions, and involved persons needed to
achieve a specific goal. Therefore, process models have been
widely adopted in different domains (eg, computer science, and
health care) [13,14]. In this context, business process models
constitute an extension of process models, which are
predominantly used in the field of business and industry for the
documentation of respective business processes [15]. The
creation of business process models (ie, business process
modeling) and understanding them (ie, process model
comprehension) are essential factors for enterprises to capture
and work with their business processes daily [16]. In this
context, the modeling and comprehension of processes and
respective models are demanding tasks. Consequently,
knowledge about the process to be modeled/understood, as well
as respective expertise, is required to be able to use the
advantages of business process models [17].
Knowledge in process modeling and the expertise to properly
comprehend a process model are often acquired through work
experience, formal training, or through educational institutions
(eg, universities). Therefore, a proper education or training in
process modeling must be ensured to understand how to model
business processes correctly and, thus aim to create high-quality
process models [18]. Furthermore, the capability to properly
understand process models is accompanied by learning how to
both create and model them. Vice versa, the inverse is only
conditionally applicable; that is, learning to comprehend process
models only fosters the ability to model processes to a limited
extent [19].
In the context of our research, to foster the comprehension of
process models, the application of serious games for training
for process modeling and understanding offers promising
opportunities to significantly improve them [20,21]. For process
modeling and process model comprehension, specific research
exists evaluating the potential use of serious games in this
context. For example, a serious game approach with an emphasis
on process enactment and a discussion about opportunities in
the context of business process management has been elaborated
on in a study by Herzberg and Kunze [22]. Vuksic and Bach
[23] also gave suggestions about introducing a simulation game
environment to foster an overall understanding of using business
processes. Based on virtual environments, Ribeiro et al [24]
introduced a serious game for teaching business process
modeling, model comprehension, and process simulation. In
turn, in a study by Aysolmaz et al [25], an office environment
was virtualized using a three-dimensional virtual world to enable
an immersive experience for improving process model
comprehension. The results and insights obtained from a field
study in which a serious game based on a business process
model is used to familiarize employees with a complex process
of a manufacturer were discussed in a study by Rosenthal and
Strecker [26]. Finally, Mendling et al [27] discussed viewing
characteristics of process modelers (eg, level of theoretical
knowledge of modeling). Afterward, the characteristics that
influence process model comprehension were investigated by
taking gamification into account.
Beside expertise gained in process modeling and comprehension
during the accomplishment of practical tasks, interestingly,
many business analysts or process modelers learn more about
business process modeling and their importance for enterprises
in tertiary institutions (eg, universities) [28]. Nowadays,
well-trained process modelers are crucial for enterprises to
overcome many daily challenges. Understanding these models
is also of utmost importance, as, for example, people need to
know about their responsibilities and where to get relevant
information from [29]. For example, enterprises must flexibly
react to changes in the market. Therefore, they need to be able
to align their business processes accordingly to satisfy
technological and environmental evolutions or constraints. Thus,
ensuring proper comprehension of process models through good
education in the business process field should be a key factor
for enterprises.
Objective
To address this and enhance our understanding of process model
comprehension, this paper presents a serious game to investigate
its impact on the comprehension of process models. In particular,
the presented serious game teaches the essentials of the business
process modeling standard Business Process Model and Notation
(BPMN) version 2.0 [30] to foster the general comprehension
of process models. Furthermore, it must be noted that the
objective of the serious game is not conveying the subtleties of
BPMN version 2.0 but rather creating a fundamental
understanding of working with process models. Therefore, the
serious game introduces core concepts for process modeling. It
also teaches the most common modeling elements of BPMN
version 2.0 and their precise meaning for the creation of proper
process models, including correct comprehension of the used
modeling elements. Overall, to evaluate the impact of the serious
game on process model comprehension, the following two
research questions are addressed in this study: (1) is the
comprehension of process models directly after playing the
serious game better in participants playing the game than in
those who did not play, and does this depend on the model
complexity; and (2) is the comprehension of process models
four weeks after playing the serious game better in participants
who played than in those who did not and does this depend on
the model complexity?
Two studies were conducted to investigate the raised questions.
For question 1, process model comprehension of the participants
who played the serious game was compared to the performance
of those who did not play the serious game. For question 2,
exactly four weeks after conducting the first study, the
performances of the same participants who played the serious
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game during study 2 but not in study 1 were compared with
each other. Therefore, question 2 was concerned with whether
the serious game fostered comprehension of process models at
the follow-up study. Finally, for both questions, the level of
process model complexity was considered to evaluate whether
the learning process is affected by the complexity of the process
models.
Methods
Tales of a Knightly Process
The serious game, Tales of a Knightly Process, tells the story
of King Rex, the ruler of the kingdom Processia. Unfortunately,
via a raven messenger, the king gets to know that his future
princess, Calidia, was abducted by the Black Knight. With all
his fervor, King Rex mobilizes all his troops to release his
beloved princess from the Black Knight’s claws.
The story of the serious game is divided into 3 acts, including
a separate prologue and epilogue. Each act contains a set of
levels in which a process model (expressed in terms of the
BPMN version 2.0) has to be modeled for a specific situation
(eg, a siege of the Black Knight’s castle). In total, 13 processes
have to be modeled as a BPMN version 2.0 process model while
playing the serious game. In the beginning, simple processes
have to be modeled, but as one progresses, the processes become
more and more complex. In the first half of the serious game,
basic process modeling elements (eg, activities) and constructs
(eg, loops) of BPMN version 2.0 are introduced and explained
via narration by the king. In the second half of the serious game,
the previously learned aspects of BPMN version 2.0 and process
modeling are mainly repeated. Furthermore, in the first half of
the game, the modeling of processes is the main focus, while
in the second half of the game, there is an emphasis on process
model comprehension. For a better overview, the BPMN version
2.0 elements used in the game are explained:
Activities: An activity is an atomic or nonatomic task and
describes an executable step in a process (eg, place order).
Event: An event indicates that something is happening in
the process which affects its flow (eg, error detected).
Gateway: A gateway allows for control as well branching,
and merges the process flow (eg, decision points).
Sequence flows: Sequence flows connect all elements in a
process model and represent the direction of the flow (eg,
choreography).
Pool: A pool describes an independent (organizational) unit
with clearly defined boundaries in a process (eg, enterprise).
Lane: A lane represents concrete people, roles, or
departments within a pool (eg, sales department).
Subprocess: A subprocess allows the modularization of
(complex) process models into smaller models to reduce
the complexity and increase comprehensibility.
Serious Game Mechanics
The story is told with the use of dialogue from the perspective
of King Rex (see Figure 1). To save his princess, the king must
reach the Black Knight’s fortress. On his way, he must prepare
his troops, gather resources, and overcome dangers. Thus, these
situations must be modeled in the serious game in terms of
BPMN version 2.0 process models.
To continue the story, a process model must be created for each
level, which is done using a separate process modeling
environment (see Figure 2). In this environment, only specific
elements are available, all of which must be used to complete
the level. Therefore, these particular elements must be placed
and connected as specified in BPMN version 2.0. After a process
model has been created, it is checked to determine whether it
is correct. Progress to the next level is made only with a correct
process model. Otherwise, the process model must be adapted
accordingly.
For further assistance during process modeling, the serious game
provides scrolls that contain hints and additional information
about previously learned BPMN elements and constructs (see
Figure 3). Specifically, the use of elements and their respective
meanings are described in more detail alongside an example of
their use. The main focus of the serious game is on the imparting
of knowledge about BPMN version 2.0 and how to use it for
process modeling, with an addition goal of fostering the
comprehension of process models. However, the serious game
also emphasizes the added value of curiosity and competition
to hopefully induce higher motivation and an enhancement of
the learning process. Therefore, the serious game offers
additional concepts from video games, such as resource
management and item crafting (see Figure 4). Furthermore, the
serious game is designed to have a supporting narrative
storyline, as the story is tailored by the choices made therein,
thus increasing replayability.
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Figure 1. Storytelling of the serious game.
Figure 2. Process modeling environment.
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Figure 3. Description and help text.
Figure 4. Troop and resource management.
Comprehension Questions
For the evaluation of the impact of the serious game (ie,
immediate [study 1] and follow-up [study 2]), all participants
in both studies had to answer ten true or false comprehension
questions on five different process models in a separate
questionnaire. Specifically, two comprehension questions were
asked per process model, which were expressed in terms of
BPMN version 2.0. The five process models represented five
different levels of complexity (ie, beginner, basic, intermediate,
advanced, and expert).
The beginner process model was only composed of basic
modeling elements. With the rising level of complexity, new
BPMN version 2.0 elements were added, and the total number
of elements was increased. The guidelines from studies by
Becker et al and Mendling et al [31,32] as well as an adopted
cognitive complexity measure proposed in a study by Gruhn
and Laue [33], were used in the creation of the process models
to allow categorization into these five levels of complexity. The
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process models documented no concrete scenario, and single
alphabetic letters were used to label the process model elements
(ie, abstract labeling type). The ten comprehension questions
referred to the syntactic and semantic dimension of the process
models and were used to evaluate the impact (ie, immediate
and follow-up) of the serious game. The comprehension
questions were defined by two process modeling experts in a
consensus-building process.
In study 1, both groups received the same questionnaire with
the same ten comprehension questions. In study 2, to ensure
comparability between both studies, a similar but still different
set of process models and related comprehension questions were
used. More specifically, a small change was made in the
structure of the process models and respective element labeling.
For the comprehension questions, different questions were used,
but they referred further to the syntactic and semantic
dimensions of the process models.
Participants
In study 1, the sample size comprised 81 students from an entry
course in Business Process Management at Ulm University.
Until the beginning of study 1, the entry course introduced the
fundamentals of business process modeling to the students.
Overall, 36 participants were female and the average age was
23.67 years (SD 3.19). Based on a demographic questionnaire,
47 participants stated they had little to no experience in process
modeling and comprehension as well as in working with BPMN
version 2.0 (ie, 0), while 20 participants had average experience
(ie, 1), and 14 participants had a high level of experience (ie,
2). The participants were divided into two groups (ie, control
group and game group) using the round-robin approach (ie,
alternating assignment into one of the two groups). Moreover,
the round-robin approach ensured that both groups had similar
characteristics in terms of baseline variables. Due to restrictions
on the availability of mobile devices, 3 participants who
belonged to the game group had to be assigned to the control
group instead. In total, the control group consisted of 44
participants and the game group consisted of 37 participants.
The baseline comparisons between the control and the game
group participants are presented in Table 1. P values presented
were calculated using the Fisher exact test.
In study 2, 64 students were enrolled from the same Business
Process Management entry course at Ulm University. During
the period between study 1 and study 2, the entry course taught
the process modeling aspects that are included in the serious
game.. For this reason, a general increase in the comprehension
question scores was expected in study 2. All participants were
divided into a follow-up control group and a follow-up game
group. Specifically, 30 participants who played the serious game
in study 1 (ie, identified by a generated pseudocode) were
allocated to the follow-up game group [ie, FU_Game]. However,
seven game group participants from study 1 did not participate
in study 2 because of term fluctuation. A total of 34 participants
who either participated in study 1 and did not play the game
(n=31) and new participants who were not part of study 1 (n=3)
were allocated to the follow-up control group [ie, FU_Control].
A total of 13 control group participants from study 1 did not
participate in study 2 again because of term fluctuation. Overall,
27 females participated in study 2, and the average age was
23.50 years (SD 3.18). From the demographic questionnaire,
37 participants with little to no experience, 19 participants with
average experience, and 8 participants with high experience in
process modeling and comprehension took part in the study.
The control and game group participants were compared along
baseline variables, and the results are presented in Table 2. P
values presented were calculated using the Fisher exact test.
Table 1. Sample description and comparison of study 1 in baseline variables.
P valueGame (n=37)Control (n=44)Variables
.65Sex, n (%)
15 (41)21 (52)Female
22 (59)23 (48)Male
24.20 (3.25)23.23 (3.09)Average age (years), mean (SD)
.24Age, n (%)
22 (59)32 (73)Aged <25 years
15 (41)12 (27)Aged >24 years
>.99Experience, n (%)
21 (57)26 (59)0 (none to little)
9 (24)11 (25)1 (average)
7 (19)7 (16)2 (high)
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Table 2. Sample description and comparison of study 2 in baseline variables.
P valueFU_Game (n=30)FU_Control (n=34)Variables
.45Sex, n (%)
11 (37)16 (47)Female
19 (63)18 (53)Male
23.90 (3.24)23.15 (3.09)Average age (years), mean (SD)
.43Age, n (%)
19 (63)25 (73)Aged <25 years
11 (37)9 (27)Aged >24 years
>.99Experience, n (%)
17 (57)20 (59)0 (none to little)
9 (30)10 (29)1 (average)
4 (13)4 (12)2 (high)
Comprehension Questions Score
To investigate the immediate and follow-up impact of the serious
game, participants were asked to answer ten true or false
comprehension questions on five different process models (ie,
two questions each). The process models were categorized into
five different levels of complexity, and five questions had to be
answered per process model. The sum of the correct answers
was used as the respective performance measure in study 1 and
study 2.
Study Design
The design of the study is based on the guidelines set out by
Wohlin et al [34]. Before conducting the two studies, a pilot
study of the serious game was performed that involved three
participants who did a playtest with a think-aloud protocol. All
three participants had experience with process modeling and
comprehension as well as with BPMN version 2.0. The playtest
ensured that no severe bugs or design flaws were in the final
game. Think-aloud protocols support the identification of
misunderstandings and usability problems that can be addressed
accordingly. Following this, several quality improvements were
implemented in the game’s final version, which included, among
others, the improvement of the use of the single BPMN version
2.0 elements and the process models that needed to be modeled.
Also, apart from the perceived fun factor, the educational
emphasis of introducing BPMN version 2.0 and corresponding
elements was discernible. Furthermore, for the evaluation of
the immediate and follow-up impact of the serious game on
process model comprehension, a longitudinal study design with
two measurement time points was chosen. The time between
the two measurements was four weeks.
The procedure of study 1 (ie, focus on the immediate impact of
the serious game) was as follows: the study participants were
welcomed, and the overall study procedure was explained.
Following this, the participants were divided according to the
round-robin approach (ie, alternating assignment into one of
the two groups) into a control group and game group. After this
step, study materials (ie, study description, demographic
questionnaire, and study trial) were handed out to the
participants. In the control group, first, the study description
had to be read. Then, the participants needed to answer the
demographic questionnaire to capture relevant demographic
data (eg, age and gender).
After the demographic questionnaire was answered, participants
had to answer ten true or false comprehension questions on five
differently complex (ie, beginner, basic, intermediate, advanced,
and expert) process models (ie, two comprehension questions
per process model). The comprehension questions solely referred
to the syntactical rules or the semantic description of the process
models. After completing this step, the study ended. Thus, the
control group did not play the serious game and only answered
the comprehension questions. The game group, in turn, played
the serious game on mobile devices after answering the
demographic questionnaire to evaluate the immediate impact
thereof. The serious game was played only once, with a
playthrough taking about 20 minutes to complete. After playing
the serious game, ten true or false comprehension questions (ie,
the same as in the control group) on five differently complex
process models had to be answered.
In study 2 (ie, focus on the follow-up impact of the serious
game), four weeks after study 1, participants were identified by
a generated pseudocode based on if they had played the serious
game in study 1 or not. Those who played the serious game in
study 1 made up the follow-up game group, and those who did
not play the game (either control group participants in study 1
or new participants) were the follow-up control group. The
serious game was not played again in study 2. Afterward, all
participants had to answer ten true or false comprehension
questions on five process models of varying complexity. The
comprehension questions and respective process models were
like the ones used in study 1 to ensure comparability between
the studies. The entire study design for study 1 and study 2 is
outlined in Figure 5. During the four weeks between the two
measurements (ie, study 1 and study 2), the entry course on
Business Process Management introduced the aspects of BPMN
version 2.0 used in the game to the participants as part of the
syllabus. For this reason, we expected an increase in the
comprehension question score in study 2 compared to study 1
for both groups.
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Figure 5. Study design.
Results
Descriptive Statistics
Regarding study 1, Table 3 presents descriptive results obtained
from the control group and game group immediate after study
1. It shows the average correct answers per complexity level as
well as the sum thereof. As can be seen from Table 3,
participants who played the serious game (ie, game group)
achieved a better result in the comprehension questions
compared with participants who did not play the serious game
(ie, control group). In general, the control group achieved a
mean of 5.70 (SD 1.46), whereas the game group achieved a
mean of 6.86 (SD 1.55). Furthermore, a decrease in the score
is noticeable in both groups with rising level of process model
complexity.
Regarding study 2, Table 4 shows descriptive results from both
groups (ie, follow-up control group and follow-up game group).
Once again, the table shows the average correct answers per
complexity level and the sum thereof for the ten true or false
questions that were asked. In general, there is an increase in the
comprehension question score between study 1 and study 2.
This general increase is explained by the fact that participants
spent considerable time working with process models as well
as BPMN version 2.0 in the context of the entry course.
However, comparing the results from the follow-up control
group and follow-up game group, the same observation as seen
in study 1 is discernible. Specifically, after four weeks,
participants who were in the game group in study 1 achieved a
better result at answering comprehension questions compared
to participants who did not play the serious game. The
participants of the follow-up control group achieved a mean
comprehension score of 6.65 (SD 1.63), while the follow-up
game group achieved a mean score of 7.90 (SD 1.37).
Table 3. Descriptive results from study 1.
Level of complexity (score), mean (SD)Group
SumExpertAdvancedIntermediateBasicBeginner
6.86 (1.55)1.03 (0.76)1.16 (0.65)1.41 (0.64)1.59 (0.55)1.68 (0.53)Game (n=37)
5.70 (1.46)0.75 (.61)0.95 (.53)1.23 (0.68)1.23 (0.71)1.55 (0.59)Control (n=44)
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Table 4. Descriptive results from study 2.
Level of complexity (score), mean (SD)Group (n)
SumExpertAdvancedIntermediateBasicBeginner
7.90 (1.37)1.17 (0.70)1.57 (0.50)1.57 (0.50)1.73 (0.52)1.87 (0.35)FU_Game (n=30)
6.65 (1.63)0.97 (0.67)1.24 (0.74)1.38 (0.60)1.44 (0.70)1.61 (0.49)FU_Control (n=34)
Inferential Statistics
To evaluate the reported descriptive results for statistical
significance, analyses of variance for repeated measurements
were performed with the performance measure score as
dependent variable (Greenhouse-Geisser correction was
applied). For these analyses, the within-subject factor had five
levels and was the level of process model complexity, and the
between-subject factor had two levels and consisted, for all
research questions, of the sample comparison of interest (ie,
control vs game and follow-up control vs follow-up game). The
main effects of the level of complexity and sample comparison,
as well as the interaction effect (ie, complexity×sample
comparison), were evaluated. In addition, in the event of
significance for the level of complexity and the interaction
effect, repeated contrasts were employed. Finally, for question
1 and questions 2, Hedges g was calculated to quantify the effect
of the serious game. Effect sizes will be interpreted as follows:
0.20=small effect, 0.50=medium effect, and 0.80=large effect.
All two-tailed statistical tests were performed, and the
significance value was set to P<.05.
Results for Research Question 1
Table 5 presents the results for the performance measure score
for research question 1.
Main effect 1, the level of complexity, was significant (P<.001),
and repeated contrasts showed that complexity 2 (P=.04) had
a lower score (mean 1.40; SD 0.66) than complexity 1 (mean
1.60; SD 0.56) and, in addition, complexity 3 (P=.36) did not
have a lower score (mean 1.31; SD 0.66) than complexity 2.
However, complexity 4 (P=.02) had a lower score (mean 1.05;
SD 0.59) than complexity 3, whereas complexity 5 (P=.08) did
not have a lower score (mean 0.88; SD 0.70) than complexity
4. Furthermore, main effect 2, the sample comparison, reached
statistical significance (P<.001), and the control group had
significantly lower scores than the game group. The interaction
effect did not reach significance. Finally, a Hedges g was
determined for each level of complexity and the sum thereof as
between-group effect size. Hedges g for beginner, basic,
intermediate, advanced, and expert was 0.23, 0.56, 0.27, 0.35,
and 0.41, respectively, and Hedges g for sum was 0.77.
Table 5. Inferential statistics for research question 1.
Performance measure scoreEffect
P valueF test (df)
<.00117.19 (3.68, 290.50)Main effect of the level of complexity
<.00112.05 (1, 79)Main effect of sample comparison
.760.45 (3.68, 290.50)Interaction effect
Results for Research Question 2
Table 6 shows the results for the performance measure score
with respect to research question 2.
Main effect 1, the level of complexity, was significant (P<.001),
and repeated contrasts showed that complexity 2 (P=.11) did
not have a lower score (mean 1.58; SD 0.64) than complexity
1 (mean 1.74; SD 0.45) and, in addition, complexity 3 (P=.26)
did not have a lower score (mean 1.47; SD 0.56) than complexity
2. Furthermore, complexity 4 (P=.50) did not have a lower score
(mean 1.39; SD 0.66) than complexity 3, whereas complexity
5 (P=.002) had a lower score (mean 1.06; SD 0.69) than
complexity 4. Moreover, main effect 2, the sample comparison,
reached statistical significance (P=.01), and the follow-up
control group had significantly lower scores than the follow-up
game group. Furthermore, the interaction effect did not attain
significance. Finally, a Hedges g was determined for each level
of complexity and the sum thereof as a between-group effect
size. Hedges g for beginner, basic, intermediate, advanced, and
expert was 0.60, 0.46, 0.34, 0.51, and 0.29, respectively, and
Hedges g for sum was 0.82.
Table 6. Inferential statistics for research question 2.
Performance measure scoreEffect
P valueF test (df)
<.00112.28 (3.81, 236.45)Main effect of the level of complexity
.0110.89 (1, 62)Main effect of sample comparison
.940.19 (3.81, 236.45)Interaction effect
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Discussion
Principal Findings
This study evaluated a serious game to foster business model
comprehension. First, we evaluated whether participants who
played the serious game showed a better immediate performance
than participants who did not play the serious game, and also
whether this depended on the level of complexity of the process
models (ie, research question 1). We found that participants
who played the serious game had a significantly better
immediate performance measure than participants who did not
play the serious game and that this difference between the game
group and control group was not affected by process model
complexity. The corresponding between-group effect size was
medium to large for the sum score of model comprehension
(g=0.77). Based on the presented results, it can be concluded
that the serious game had a significant, positive, immediate,
impact on process model comprehension. Moreover, in this
scenario, the comprehension of process models is not improved
through direct approaches focusing on respective
comprehensibility. In turn, with an indirect approach about how
to model processes, an improvement in process model
comprehension was addressed.
Second, we analyzed whether participants who played the
serious game showed a better follow-up performance measure
than participants who did not play the serious game. It was again
analyzed whether this depended on the level of complexity of
the process models. We found that participants who played the
serious game had a significantly better follow-up performance
measure than participants who did not play the serious game
and that this group difference was not affected by the process
model complexity. Furthermore, Hedges g implied a large effect
for the sum score of model comprehension (g=0.82). Thus, the
serious game had a significant positive impact on process model
comprehension at follow-up.
Finally, for both research questions, main effect 1 reached
significance all the time, indicating that process models are
more difficult to comprehend when they are more complex.
Limitations
First, the external validity and generalizability are limited
because only students were examined. Second, to investigate
the impact of the serious game on process model comprehension,
participants needed to answer ten true or false comprehension
questions on five different process models. To ensure
comparability of the comprehension questions between studies
1 and 2, different but still similar process models were used (ie,
similar process model structure but different element labeling
style). Thus, participants in study 2 might have noticed
similarities in the process models while answering the
comprehension questions and, consequently, answering of
respective questions could have been easier. Third, the potential
fun factor while playing the serious game may have affected
the motivation of participants in answering the comprehension
questions. If a task that is associated with some fun factor is
completed, then the attitude for the following task is likely to
be different and potentially more positive. Accordingly, the
motivation of participants of study 1 in the game group could
have been different from the control group, resulting in a better
comprehension questions score. Fourth, there were participants
(n=3) who participated in study 2 but not in study 1. These
participants were considered to be a part of the control group
instead. Fifth, the better comprehension question scores of the
follow-up game group could also be explained by the fact that
those participants spent more time working with process models
and BPMN in the period between the two measurements (ie,
four weeks between study 1 and study 2) during the entry course.
Finally, the number of participants in study 1 and study 2 was
not the same because there is a typical decrease in the number
of students in a course during the term.
Implications
The provided insights have several implications for practice
and research. Particularly noteworthy is the positive immediate
and follow-up impact of the serious game in the context of
process model comprehension. As known from other domains,
this positive effect from serious games may be used to improve
formal training in process model comprehension for practitioners
or domain experts [35]. Furthermore, existing tools in this
context may be enriched with features or aspects of the serious
game to improve respective model comprehension.
Moreover, a tool can be developed using the aspects of the
serious game to increase general motivation [36]. Practitioners
or domain experts can also be supported in their comprehension
as well as the creation of process models. Moreover, research
on process model comprehension can better investigate the
precise impact of specific aspects from a serious game,
particularly, which aspects of these game (eg, high score and
item crafting) have a beneficial impact and which aspects have
an opposite effect [37]. With the use of serious games, another
approach can be used to investigate learning success as well as
engagement in process model comprehension. Compared to
serious games, other game-based principles (eg, gamification
and playful interaction) and their impact on process model
comprehension can be considered in future research [38].
Finally, research questions may address the impact of a serious
game on, for example, cognitive load [39], or if a serious game
supports the reduction of the perceived cognitive load while
comprehending process models.
Future Work
In general, based on the insights of study 1 and study 2, the
application of the developed serious game had a positive,
immediate, and follow-up impact on process model
comprehension. Although results look auspicious, additional
studies are needed to replicate these findings. The participants
of the current study were students taking part in a Business
Process Management entry course at a university and studies
with other samples are needed to enhance generalization of the
results (external validity). For example, it is interesting to
investigate the impact of the serious game while including
domain experts from different fields (eg, doctors) to investigate
whether domain experts are able to learn how to comprehend
process models while playing the serious game. Such studies
including samples that are not familiar with process modeling
should include an assessment of process model comprehension
performance at baseline, i. e. before the game group plays the
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serious game in order to evaluate pre-post changes in the game
group vs. control group. The current study included only post-
and follow-up assessments, since participants were familiar
with business process modeling at least to some extent at the
start of the study. To enhance internal validity, a randomized
controlled study would be welcome, since the current studies
are based on a quasi-experimental design.
The game will also be continuously enriched with new features.
These include the introduction of additional BPMN version 2.0
process modeling elements, which has been considered to enable
the comprehension of complex or even real-world process
models. The focus of the paper at hand was on process model
comprehension, and thus we will investigate the impact of the
serious game in the context of process modeling as well.
Therefore, a feature is currently being implemented that records
the steps of process modeling for participants. The recording
feature, in turn, will allow us to examine the single steps of
process modeling in more detail to enhance our general
understanding of working with these models. Finally, support
for other process modeling languages (eg, event-driven process
chains and Unified Modeling Language activity diagram [40])
will be the subject of future developments.
Summary
This paper presented the serious game, Tales of a Knightly
Process, which introduces the basics of process modeling to
foster the comprehension of these models. We also evaluated
the immediate and follow-up impact of the serious game on
process model comprehension. The results obtained from both
studies showed that the serious game had a significant, positive,
immediate and follow-up impact on the comprehension of
process models. Furthermore, it was observed that process
models are increasingly difficult to comprehend with a rising
level of model complexity. Altogether, the obtained results
highlight the positive impact of the serious game in the field of
process model comprehension. With this work, we can therefore
confirm and recommend the use of game designs as well as
related principles (ie, serious games and gamification) in a
nongame context (ie, process model comprehension).
Authors' Contributions
MW substantially contributed to Tales of a Knightly Process, study design, data acquisition, data analysis, and data interpretation,
and drafted and revised the paper. RP substantially contributed to Tales of a Knightly Process and data interpretation and revised
the paper. TP substantially contributed to data analysis and data interpretation and revised the paper. MR substantially contributed
to Tales of a Knightly Process and revised the paper.
Conflicts of Interest
None declared.
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Abbreviations
BPMN: Business Process Model and Notation
Edited by G Eysenbach; submitted 05.07.19; peer-reviewed by P Stourac, M Ruiz; comments to author 28.09.19; revised version
received 09.10.19; accepted 20.10.19; published 09.01.20
Please cite as:
Winter M, Pryss R, Probst T, Reichert M
Learning to Read by Learning to Write: Evaluation of a Serious Game to Foster Business Process Model Comprehension
JMIR Serious Games 2020;8(1):e15374
URL: https://games.jmir.org/2020/1/e15374
doi: 10.2196/15374
PMID:
©Michael Winter, Rüdiger Pryss, Thomas Probst, Manfred Reichert. Originally published in JMIR Serious Games
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