Design and Validation of an Instrument to Evaluate a Gamified Strategy in E-Learning Environments in Higher Education

Aim/Purpose: This study aims to design and validate an evaluation instrument for a didactic strategy based on gamification, specifically adapted to e-learning contexts in higher education. It addresses the ongoing challenge of enhancing student motivation, engagement, and retention in virtual learning environments. Background: With the sustained growth of online education, higher education institutions need to develop and evaluate coherent pedagogical strategies that promote active learning. Although gamification has shown the potential to increase student participation, there is a lack of validated instruments to measure its effectiveness. This study responds to that need by proposing a validated framework for evaluating a gamified instructional model. Methodology: A non-experimental, descriptive, cross-sectional design with a mixed-methods approach was used. The Delphi method was applied, involving 33 experts who evaluated the validity and reliability of the proposed strategy. Content validity was assessed using the Content Validity Coefficient (CVC), and reliability was confirmed through Cronbach’s alpha. Contribution: This study provides an empirically validated instrument for implementing and evaluating gamification-based strategies in e-learning environments. It offers a structured and reliable tool for enhancing instructional planning and student engagement in virtual settings. Findings: Experts showed high levels of agreement regarding the structure, clarity, and pedagogical coherence of the strategy’s components. The instrument demonstrated strong reliability and validity, confirming its suitability for evaluating gamified instructional models. The proposed framework is expected to inform future research and serve as a practical guide for educators integrating gamification into online learning. Recommendations for Practitioners: Educators and instructional designers should consider integrating gamification elements such as narratives, levels, and rewards to enhance student motivation and participation in e-learning environments. Recommendation for Researchers: Future research should explore the long-term effects of gamification on academic performance and assess its adaptability across different disciplines and educational levels. Impact on Society: The validated gamification strategy can improve online education accessibility and effectiveness, reduce dropout rates, and foster more engaging and interactive learning experiences. Future Research: Further studies should investigate how different game mechanics influence student engagement and learning outcomes in diverse cultural and academic settings.

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Publication Details

Journal
Journal of Information Technology Education Innovations in Practice
Published
2025-01-01
DOI
https://doi.org/10.28945/5521
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44
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article

Design and Validation of an Instrument to Evaluate a Gamified Strategy in E-Learning Environments in Higher Education

Jesús Conde Jiménez, Jessica Monserrate Vélez Loor, Elisa Pérez Gracia
1 citations
Journal of Information Technology Education Innovations in Practice
Educational Games and Gamification
3.44
article

Design and Validation of an Instrument to Evaluate a Gamified Strategy in E-Learning Environments in Higher Education

Jesús Conde Jiménez, Jessica Monserrate Vélez Loor, Elisa Pérez Gracia
article en
1 citations

Abstract

Aim/Purpose: This study aims to design and validate an evaluation instrument for a didactic strategy based on gamification, specifically adapted to e-learning contexts in higher education. It addresses the ongoing challenge of enhancing student motivation, engagement, and retention in virtual learning environments. Background: With the sustained growth of online education, higher education institutions need to develop and evaluate coherent pedagogical strategies that promote active learning. Although gamification has shown the potential to increase student participation, there is a lack of validated instruments to measure its effectiveness. This study responds to that need by proposing a validated framework for evaluating a gamified instructional model. Methodology: A non-experimental, descriptive, cross-sectional design with a mixed-methods approach was used. The Delphi method was applied, involving 33 experts who evaluated the validity and reliability of the proposed strategy. Content validity was assessed using the Content Validity Coefficient (CVC), and reliability was confirmed through Cronbach’s alpha. Contribution: This study provides an empirically validated instrument for implementing and evaluating gamification-based strategies in e-learning environments. It offers a structured and reliable tool for enhancing instructional planning and student engagement in virtual settings. Findings: Experts showed high levels of agreement regarding the structure, clarity, and pedagogical coherence of the strategy’s components. The instrument demonstrated strong reliability and validity, confirming its suitability for evaluating gamified instructional models. The proposed framework is expected to inform future research and serve as a practical guide for educators integrating gamification into online learning. Recommendations for Practitioners: Educators and instructional designers should consider integrating gamification elements such as narratives, levels, and rewards to enhance student motivation and participation in e-learning environments. Recommendation for Researchers: Future research should explore the long-term effects of gamification on academic performance and assess its adaptability across different disciplines and educational levels. Impact on Society: The validated gamification strategy can improve online education accessibility and effectiveness, reduce dropout rates, and foster more engaging and interactive learning experiences. Future Research: Further studies should investigate how different game mechanics influence student engagement and learning outcomes in diverse cultural and academic settings.

Journal of Information Technology Education Innovations in PracticeVol. 24
Thomas More Universitas (NI), Universidad Contemporánea (MX)
Openalex Percentile: Top 9%
Educational Games and Gamification
3.44
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