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.
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CITATION STYLE
Torres-Toukoumidis, Á., Ramírez-Montoya, M. S., & Romero-Rodríguez, L. M. (2018). Assessment and evaluation of games-based learning (gbl) in e-learning contexts. Education in the Knowledge Society, 19(4), 109–128. https://doi.org/10.14201/eks2018194109128
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