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International Journal of Serious Games
Distilling the key insights…
The Zermelo Game serves as an innovative educational instrument designed to bridge the gap between natural language and formal mathematical logic for students ranging from primary to high school levels. By leveraging Game Semantics, the software transforms abstract concepts such as quantifiers, negation, and logical sets into interactive, dialogical challenges. The primary thesis posits that by requiring players to identify specific witnesses to verify or refute logical claims, learners can more effectively navigate the complexities of symbolic logic and develop rigorous reasoning skills.
The game utilizes diverse environments—including colors, polygons, numbers, and bags—to provide a structured framework for logical argumentation. Through iterative testing, the platform has been refined to include an explicit negation mode, which helps students overcome common hurdles in understanding logical operators. Although the software is not intended to function as a standalone curriculum, it acts as a powerful pedagogical supplement that encourages spontaneous verbalization and collaborative reflection. By positioning the computer as an opponent, the game fosters a competitive yet supportive environment that demystifies mathematical symbols.
Qualitative assessments indicate that the Zermelo Game successfully engages students and promotes meaningful conceptual change. Participants consistently report that the interactive witness-based mechanics facilitate a deeper grasp of logical structures that are traditionally difficult to teach in conventional classroom settings. While the current body of research lacks a quantitative control group, the observed outcomes suggest that integrating such game-based tools into educational paths significantly enhances logical literacy. Future research will continue to examine the interplay between verbalization and logic-based learning, further solidifying the game's role as a successful transposition of formal logic into early and secondary education.
Serious Games Society · 2025