2019
DOI: 10.3390/s19153251
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Evaluation of the Create@School Game-Based Learning–Teaching Approach

Abstract: The constructivist approach is interested in creating knowledge through active engagement and encourages students to build their knowledge from their experiences in the world. Learning through digital game making is a constructivist approach that allows students to learn by developing their own games, enhancing problem-solving skills and fostering creativity. In this context two tools, Create@School App and the Project Management Dashboard (PMD), were developed to enable students from different countries to be… Show more

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Cited by 19 publications
(17 citation statements)
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References 21 publications
(20 reference statements)
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“…The project measures satisfaction and usability based on user experience methodologies [ 59 ]. The techniques carried out from evaluation systems with users allow the project to evaluate a minimum of five users of the same profile, and an evaluation based on qualitative results allows results obtained from User 6 to be repeated with previous users [ 60 ]. The study that is presented has a rating of 14, which supports the rigor of the results and validates the results of the assessments.…”
Section: Methodsmentioning
confidence: 99%
See 1 more Smart Citation
“…The project measures satisfaction and usability based on user experience methodologies [ 59 ]. The techniques carried out from evaluation systems with users allow the project to evaluate a minimum of five users of the same profile, and an evaluation based on qualitative results allows results obtained from User 6 to be repeated with previous users [ 60 ]. The study that is presented has a rating of 14, which supports the rigor of the results and validates the results of the assessments.…”
Section: Methodsmentioning
confidence: 99%
“…The test is carried out with a homogeneous group of people, consisting of 14 expert consultants in gamification [ 60 ] with more than five years of experience in business projects, educational projects or research projects and with a standard deviation of 3.33 with respect to age. It is important that the study be based on such a specific profile that, as previously explained, would consist of the potential users of the study results.…”
Section: Methodsmentioning
confidence: 99%
“…The abundance of game design tools [31] as well as the growing "modding" possibilities provided by games themselves [22] have positively contributed to the expansion of this field. The participatory nature of educational games [32,33] is on several occasions used to create learner-centered learning experiences, where both teachers and students are part of the design process [34]. Kalmpourtzis [32] ran participatory educational game design activities, where kindergarten students could create educational games around pre-algebraic patterning for their peers, showing that student participation in making games had a positive impact on their mathematical problem posing skills.…”
Section: Game Design For Learning In Higher Educationmentioning
confidence: 99%
“…Students from different countries are able to adapt their learning material by programming and designing games for their academic subjects, therefore integrating the game mechanics, dynamics, and aesthetics into the academic curriculum. Gaeta et al [8] focuses on presenting the validation context as well as the evaluation tools developed. The Hassenzahl model and AttrakDiff survey are used to measure users’ experience and satisfaction and to understand emotional responses.…”
Section: Contributionsmentioning
confidence: 99%