Integrated Theoretical Gamification Model in E-Learning Environments (E-MIGA)
<p>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...
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Universidad Complutense de Madrid
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doaj-114608d30e264a6e9505d6f3795bc6832020-11-24T22:00:43ZengUniversidad Complutense de MadridRevista Complutense de Educación1130-24961988-27932017-12-0129112914510.5209/RCED.5211751632Integrated Theoretical Gamification Model in E-Learning Environments (E-MIGA)Angel Torres-Toukoumidis0Luis M. Romero-Rodríguez1Ma. Amor Pérez-Rodríguez2Staffan Björk3Universidad de HuelvaUniversidad de HuelvaUniversidad de Huelva.Universidad de Gotemburgo<p>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.</p>http://revistas.ucm.es/index.php/RCED/article/view/52117Construcción de modelostecnología de la educaciónnuevas tecnologíasjuego educativoenseñanza a distancia |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Angel Torres-Toukoumidis Luis M. Romero-Rodríguez Ma. Amor Pérez-Rodríguez Staffan Björk |
spellingShingle |
Angel Torres-Toukoumidis Luis M. Romero-Rodríguez Ma. Amor Pérez-Rodríguez Staffan Björk Integrated Theoretical Gamification Model in E-Learning Environments (E-MIGA) Revista Complutense de Educación Construcción de modelos tecnología de la educación nuevas tecnologías juego educativo enseñanza a distancia |
author_facet |
Angel Torres-Toukoumidis Luis M. Romero-Rodríguez Ma. Amor Pérez-Rodríguez Staffan Björk |
author_sort |
Angel Torres-Toukoumidis |
title |
Integrated Theoretical Gamification Model in E-Learning Environments (E-MIGA) |
title_short |
Integrated Theoretical Gamification Model in E-Learning Environments (E-MIGA) |
title_full |
Integrated Theoretical Gamification Model in E-Learning Environments (E-MIGA) |
title_fullStr |
Integrated Theoretical Gamification Model in E-Learning Environments (E-MIGA) |
title_full_unstemmed |
Integrated Theoretical Gamification Model in E-Learning Environments (E-MIGA) |
title_sort |
integrated theoretical gamification model in e-learning environments (e-miga) |
publisher |
Universidad Complutense de Madrid |
series |
Revista Complutense de Educación |
issn |
1130-2496 1988-2793 |
publishDate |
2017-12-01 |
description |
<p>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.</p> |
topic |
Construcción de modelos tecnología de la educación nuevas tecnologías juego educativo enseñanza a distancia |
url |
http://revistas.ucm.es/index.php/RCED/article/view/52117 |
work_keys_str_mv |
AT angeltorrestoukoumidis integratedtheoreticalgamificationmodelinelearningenvironmentsemiga AT luismromerorodriguez integratedtheoreticalgamificationmodelinelearningenvironmentsemiga AT maamorperezrodriguez integratedtheoreticalgamificationmodelinelearningenvironmentsemiga AT staffanbjork integratedtheoreticalgamificationmodelinelearningenvironmentsemiga |
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1725843105598406656 |