Assessment and evaluation of games-based learning (gbl) in e-learning contexts

Translated title of the contribution: Assessment and evaluation of games-based learning (gbl) in e-learning contexts

Ángel Torres-Toukoumidis, Mariá Soledad Ramírez-Montoya, Luis M. Romero-Rodríguez

Research output: Contribution to journalArticlepeer-review

14 Scopus citations

Abstract

specifically in e-learning environments has been an exponential increase from 2014. Currently coexist more than 10,000 mobile applications (apps) that intermingle instructional design, educational content and playful interaction elements. However, there is no consensus in the scientific community about how to evaluate and assess Games Based Learning (GBL) of these platforms. This research aims to apply the Theoretical Integrated Gamification Model Environments E-Learning (E-MIGA) at 10 apps with more downloads in AppStore (IOS) and PlayStore (Android), through a judgment of 30 experts in the field of e-learning and gamification, to transform this theoretical model into an instrument of quantifiable dimensions and indicators. A pilot with scores drawn from expert judgment apps aforementioned test is then applied. It follows that neither test mobile applications analyzed education has received an excellent score of 62 points, although several of them as Memrise, Kahoot and Duolingo fully comply with 72% of the values set by the indicators.

Translated title of the contributionAssessment and evaluation of games-based learning (gbl) in e-learning contexts
Original languageSpanish
Pages (from-to)109-128
Number of pages20
JournalEducation in the Knowledge Society
Volume19
Issue number4
DOIs
StatePublished - 1 Jan 2019

Keywords

  • Assessment
  • Distance education
  • E-learning
  • Educational game
  • Games-based learning (gbl)
  • Mobile apps
  • Models

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