  The introduction of serious games as pedagogical supports in the field of
education is a process gaining in popularity amongst the teaching community.
This article creates a link between the integration of new pedagogical
solutions in first-year primary class and the fundamental research on the
motivation of the players/learners, detailing an experiment based on a game
specifically developed, named QCM. QCM considers the learning worksheets issued
from the Freinet pedagogy using various gameplay mechanisms. The main
contribution of QCM in relation to more traditional games is the dissociation
of immersion mechanisms, in order to improve the understanding of the user
experience. This game also contains a system of gameplay metrics, the analysis
of which shows a relative increase in the motivation of students using QCM
instead of paper worksheets, while revealing large differences in students
behavior in conjunction with the mechanisms of gamification employed. Keywords
: Serious games, learning analytics, gamification, flow.
