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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Main Authors: Angel Torres-Toukoumidis, Luis M. Romero-Rodríguez, Ma. Amor Pérez-Rodríguez, Staffan Björk
Format: Article
Language:English
Published: Universidad Complutense de Madrid 2017-12-01
Series:Revista Complutense de Educación
Subjects:
Online Access:http://revistas.ucm.es/index.php/RCED/article/view/52117
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spelling 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
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AT maamorperezrodriguez integratedtheoreticalgamificationmodelinelearningenvironmentsemiga
AT staffanbjork integratedtheoreticalgamificationmodelinelearningenvironmentsemiga
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