Modelo Teórico Integrado de Gamificación en Ambientes E-Learning (E-MIGA)

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

Resumen


La presencia de elementos lúdicos en el contexto educativo, específicamente en la modalidad de formación E-learning, demuestra que la incorporación de la gamificación sistematiza la experiencia del usuario en base a parámetros relacionados con los juegos. Este artículo presenta la integración de dos modelos conceptuales de gamificación extraídos de la revisión literaria publicada entre el 2012 y el 2015, validando cada una de las dimensiones e indicadores mediante un estudio Delphi con expertos en pedagogía y diseño de juegos. Posteriormente, se exhiben los resultados cualitativos de la aplicación del modelo en 6 aplicaciones móviles educativas analizadas durante 6 meses (junio 2015- enero 2015) manifestando la idoneidad y pertinencia de la categorización. En definitiva, el siguiente modelo construye una vía de conexión entre la base teórica y el análisis empírico de la gamificación con el fin de sobreponerse a los retos de la educación E-learning en el siglo XXI teniendo como última instancia la implicación de futuras investigaciones en la transposición de la estructura a un modelo de utilidad cuantitativo.

Citas


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