Learning methodologies and experiences have changed over the recent years thanks to the incorporation of digital technology, among many of these technologies are Serious Games, that has a better opportunity to be used during recent pandemic times, the process of designing and incorporating games technologies is not easy and there are very few available development tools, this paper focus on basic guidelines and a practical experience. Review the process of developing a serious game and address some of the challenges of making a serious game from scratch. The objective is also to understand the challenges of developing and implementing gaming mechanics in Serious Games and the impact and results of the experience of using it with students’ samples from Latin America and Europe. The results of this study is that gamming has a very positive impact in the learning process of higher educations students, whom value the use of this technologies in their education, however in general these technologies are not being use in higher education, there is more simulation type implementations, especially in marketing and logistic areas. There is a need to train teachers and create pedagogical departments that will enhance and develop this experiential learning tools.
Part of the book: Computer Game Development