Modelo teórico integrado de gamificación en ambientes E-learning (E-MIGA)

Angel Torres-Toukoumidis, Luis M. Romero-Rodríguez, Ma Amor Pérez-Rodríguez, Staffan Björk

Producción científica: Contribución a una revistaArtículorevisión exhaustiva

17 Citas (Scopus)

Resumen

The presence of game elements on the educational context, specifically on the E-learning modalities, shows that incorporating gamification systematizes the user experience based on parameters related to the games. Considering this issue, this paper presents the integration of two conceptual models of gamification extracted from the literature review published between 2012 and 2015, validating each of the dimensions and indicators through a Delphi study with experts in pedagogy and game design. The application of the model in 6 educational mobile applications for 7 months (June 2015- January 2016) demonstrating the correlation of selected models according to the criteria of suitability and relevance. In short, the following model builds a connection path between the theoretical basis and empirical analysis of gamification in order to overcome the challenges of E-learning education in the XXI century having as ultimate implication the transposition of the theoretical model to a quantitative utility model at the service of future research.

Título traducido de la contribuciónIntegrated theoretical gamification model in E-learning environments (E-MIGA)
Idioma originalEspañol
Páginas (desde-hasta)129-145
Número de páginas17
PublicaciónRevista Complutense de Educacion
Volumen29
N.º1
DOI
EstadoPublicada - 1 ene. 2018

Nota bibliográfica

Publisher Copyright:
© 2018, Universidad Complutense de Madrid. All rights reserved.

Palabras clave

  • Distance-learning
  • Educational game
  • Educational technologies
  • Model construction
  • New technologies

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