Model for Designing Gamified Experiences Mediated by a Virtual Teaching and Learning Environment
Abstract
:1. Introduction
2. Background and Related Work in EVEA
3. Methodology
4. MGTP Model
5. Expert Judgment as a First Validation of the Model
5.1. Application of Expert Judgment
5.2. Results and Discussion
6. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Steps | Description |
---|---|
| Technological–Pedagogical Gamification Model for a Virtual Teaching and Learning Environment (MGTP). |
| Validate the content and reliability of the MGTP through the measurement instrument. |
| Content Validity Coefficient (CVC) by Hernandez-Nieto [40] |
| Selection of experts in EVEA Pedagogy and Gamification through the biogram and Knowledge Quotient. |
| The instrument consisted of four sections: Section 1. Analysis of Subsystem I Section 2. Analysis of Subsystem II Section 3. Analysis of Subsystem III Section 4. Opinion on the Adequacy of the MGTP |
| Communication process and methodological follow-up of the expert judgment developed. |
| E-mail sent to the experts for the development of the validation process by expert judgment. |
| Communication process and methodological follow-up of the expert judgment developed. |
| Procedure to calculate the CVC for each of the items and the general instrument and interpretation of the CVC, based on the scale of values established by Hernandez-Nieto [40]. |
| Verification of the concordance of the items for elimination, modification or approval. Review of considerations on comments or improvements suggested by experts. |
| Procedure to calculate the reliability of the results obtained from the pilot test by means of a Cronbach’s Alpha Coefficient and a Test of Two Halves. |
| Once the application and analysis of the results obtained have been completed, the experts are informed of the entire process. |
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© 2024 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
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Vera-Mora, G.; Sanz, C.V.; Coma-Roselló, T.; Baldassarri, S. Model for Designing Gamified Experiences Mediated by a Virtual Teaching and Learning Environment. Educ. Sci. 2024, 14, 907. https://doi.org/10.3390/educsci14080907
Vera-Mora G, Sanz CV, Coma-Roselló T, Baldassarri S. Model for Designing Gamified Experiences Mediated by a Virtual Teaching and Learning Environment. Education Sciences. 2024; 14(8):907. https://doi.org/10.3390/educsci14080907
Chicago/Turabian StyleVera-Mora, Glenda, Cecilia V. Sanz, Teresa Coma-Roselló, and Sandra Baldassarri. 2024. "Model for Designing Gamified Experiences Mediated by a Virtual Teaching and Learning Environment" Education Sciences 14, no. 8: 907. https://doi.org/10.3390/educsci14080907
APA StyleVera-Mora, G., Sanz, C. V., Coma-Roselló, T., & Baldassarri, S. (2024). Model for Designing Gamified Experiences Mediated by a Virtual Teaching and Learning Environment. Education Sciences, 14(8), 907. https://doi.org/10.3390/educsci14080907