Valoración y evaluación de los Aprendizajes Basados en Juegos (GBL) en contextos e-learning
Game-Based Learning in E-Learning: How Are Educational Apps Really Performing?
What Is Game-Based Learning (GBL)?
This article explains that GBL involves integrating game mechanics—like challenges, rewards, and storytelling—into educational experiences to boost motivation, learning, and user engagement. The E-MIGA model offers a scientific framework for assessing how effectively this is done in top mobile learning apps.
Why Is It Important?
According to the research by Torres-Toukoumidis, Ramírez-Montoya, and Romero-Rodríguez, there are more than 10,000 educational apps with game elements, yet little consensus exists on how to evaluate their pedagogical impact. The study created a 62-point instrument based on expert analysis to benchmark app performance.
How Was It Measured?
The E-MIGA Model Explained
The E-MIGA framework includes four dimensions:
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Actors’ Roles: student and teacher engagement structures.
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Motivation for Learning: difficulty progression, feedback, interactivity.
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Expectation Management: use of rewards, storytelling, and challenges.
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User Control: personalization and narrative choices.
Key Findings from App Ratings
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Memrise, Kahoot, and Duolingo scored highest, each achieving ~72% of the model’s criteria.
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Most apps struggled with user control and personalization.
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Kahoot ranked highest in gamified rewards and collaborative features.
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Duolingo excelled in learning progression and feedback systems.
The Value of Expert Judgment
Thirty e-learning and gamification specialists rated app features using a validated Likert-scale tool. The model achieved a Cronbach’s Alpha of 0.896, indicating high reliability and consensus.
FAQs
Q: What makes a GBL app effective?
This article explains that effective GBL apps combine progressive difficulty, immersive feedback, and personalization while aligning game mechanics with learning objectives.
Q: Are downloads a good measure of educational quality?
Not necessarily. The study found no correlation between app popularity and pedagogical quality, suggesting the need for validated assessment tools like E-MIGA.
Q: How can educators use this model?
Teachers and developers can use E-MIGA to select or design apps that offer balanced game dynamics and strong instructional design.
Torres-Toukoumidis, Ángel, Ramírez-Montoya, M. S., & Romero-Rodríguez, L. M. (2019). Valoración y evaluación de los Aprendizajes Basados en Juegos (GBL) en contextos e-learning. Education in the Knowledge Society (EKS), 19(4), 109–128. https://doi.org/10.14201/eks2018194109128