Formative assessment in DGBL: a qualitative analysis of players perceptions of game-based feedback in complex scenario

dc.contributor.affiliationhttps://ror.org/03ayjn504es_MX
dc.contributor.authorRamirez Montoya, María Soledad
dc.contributor.authorPatiño Zúñiga, Irma Azeneth
dc.contributor.authorHernandez, L. E.
dc.date.accessioned2024-10-16T01:38:44Z
dc.date.available2024-10-16T01:38:44Z
dc.date.issued2024-10-23
dc.description.abstractFormative assessment in Digital Game-Based Learning (DGBL) involves evaluating students' learning progress through interactions within a game environment. This study aimed to analyze players’ perceptions of game-based feedback during a DGBL intervention among university students. Utilizing a qualitative approach, data were gathered through learning analytics embedded in the game, an online survey and video recordings of the game sessions. The study engaged 11 university students enrolled in a private higher education institution in Mexico, analyzing the data through content analysis and descriptive statistics. The study identified several key findings: (a) the game provided four types of feedback: guided, diegetic, outcome, and static; (b) these feedback types are integrated with game mechanics, quizzes, minigames, and NPCs; (c) perceptions of content-related feedback efficacy varied, with 27.3% average, 54.5% good, and 18.2% excellent, while game-related feedback was rated 9.1% poor, 36.4%average, 45.5% good, and 9.1% excellent; (d) specific feedback types influenced players’ financial behaviors, such as investing and saving strategies. These findings have significant implications for educational communities and decisionmakers, highlighting the importance of effectively integrating feedback mechanisms in educational games to enhance learning outcomes and behavior modification.es_MX
dc.format.mediumTextoes_MX
dc.identificator4es_MX
dc.identificator58es_MX
dc.identificator5801es_MX
dc.identifier.citationRamirez-Montoya, M. S., Patiño, A. & Hernandez, L. E. (2024). Formative Assessment in DGBL: A Qualitative Analysis of Players Perceptions of Game-based Feedback in Complex Scenario. In Proceedings of the 12th International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM2024). University of Alicante. Spain.es_MX
dc.identifier.journalProceedings of TEEM 2024. TEEM 2024. Lecture Notes in Educational Technologyes_MX
dc.identifier.orcidhttps://orcid.org/0000-0002-1274-706X
dc.identifier.orcidhttps://orcid.org/0000-0003-0919-8108
dc.identifier.urihttps://hdl.handle.net/11285/698085
dc.language.isoenges_MX
dc.publisherSpringer Linkes_MX
dc.relation.isFormatOfacceptedVersiones_MX
dc.relation.urlhttps://2024.teemconference.eu/es_MX
dc.rightsrestrictedAccesses_MX
dc.rights.urihttp://creativecommons.org/licenses/by/4.0es_MX
dc.subjectHUMANIDADES Y CIENCIAS DE LA CONDUCTAes_MX
dc.subject.countryEspaña / Spaines_MX
dc.subject.keywordformative assessment
dc.subject.keywordhigher education
dc.subject.keywordeducational Innovation
dc.subject.keywordcomplex Thinking
dc.subject.keyworddigital Game-based Learning
dc.subject.keywordR4C§TE
dc.subject.lcshEducationes_MX
dc.titleFormative assessment in DGBL: a qualitative analysis of players perceptions of game-based feedback in complex scenario
dc.typeConferencia

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