Paper—A Serious Game for Learning C Programming Language Concepts Using Solo Taxonomy A Serious Game for Learning C Programming Language Concepts Using Solo Taxonomy https://doi.org/10.3991/ijet.v12i03.6476 Alaeeddine Yassine Universite Sidi Mohamed Ben Abdellah, Fez, Morocco alaeyassine@gmail.com Driss Chenouni Universite Sidi Mohamed Ben Abdellah, Fez, Morocco d_chenouni@yahoo.fr Mohammed Berrada Universite Sidi Mohamed Ben Abdellah, Fez, Morocco mohammed.berrada@gmail.com Ahmed Tahiri Universite Sidi Mohamed Ben Abdellah, Fez, Morocco tahiri_ahmed@hotmail.com Abstract—this paper conducts a study to identify pedagogical approaches and gameplay techniques involved in the development of serious games for teaching scientific courses in general especially programming languages. The concept of serious games is increasingly popular and is considered as an inno- vative teaching practice since it is based on information and communication technology and gamification to foster learning. To this end, a serious game "Perobo" will be introduced and discussed. It is based on a set of gameplay techniques and pedagogical approaches used for teaching pointers, considered as a difficult concept in C programming language. The game is also based on a taxonomy design to define the learning levels. Keywords—Serious games, Programming, Pedagogical Approach, Gameplay, Drag & Drop, Point & Click, Solo Taxonomy. 1 Introduction In recent years, serious games have become increasingly popular. Many researches are dedicated to the potential of serious gaming to foster learning and motivation. Games are known for their entertaining side, they make the players enjoy challenges: although they present difficult tasks hard to accomplish and even if it takes the play- ers many hours or days -losing track of time- chasing objectives, they stay motivated and engaged. Furthermore, players could repeat the game many times without finding it boring. Games need motivation, willingness and hours of practice and so do learn- ing. 110 http://www.i-jet.org