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

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

Producción científica: Contribución a una revistaArtículorevisión exhaustiva

23 Citas (Scopus)

Resumen

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.

Título traducido de la contribuciónAssessment and evaluation of games-based learning (gbl) in e-learning contexts
Idioma originalEspañol
Páginas (desde-hasta)109-128
Número de páginas20
PublicaciónEducation in the Knowledge Society
Volumen19
N.º4
DOI
EstadoPublicada - 1 ene. 2019

Nota bibliográfica

Publisher Copyright:
© 2018 Ediciones Universidad de Salamanca. All rights reserved.

Palabras clave

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

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