Over the last few years, the use of mobile technologies has brought the formulation of location‐based learning approaches shaping new or enhanced educational activities. Involving teachers in the design of these activities is important because the designs need to be aligned with the requirements of the specific educational settings. Yet analysing the implementation of the activities with students is also critical, not only for assessment purposes but also for enabling the identification of learning design elements that should be revised and improved. This paper studies a case that applies visualizations to support students' self‐assessment and teachers' inquiry of a mobile learning design. The design is a gamified location‐based learning activity composed by geolocated questions and implemented with the “QuesTInSitu: The Game” mobile application. The activity was designed by seven teachers and enacted by 81 secondary education students organized in a total of 23 groups. Log files, gathered from “QuesTInSitu: The Game,” provided the data for the visualizations, which represented relevant aspects of the group activity enactment (both time used to answer questions and to reach the geographical zone of the questions, scores obtained per zone, etc). On the one hand, the visualizations were discussed with the teachers as a learning analytics tool potentially useful to consider when redesigning the activity, if needed. On the other hand, the study shows that the visualizations led students to make a better diagnosis of their own activity performance.
<p>Realizar el Trabajo Final de Grado (TFG) es, con los nuevos planes de estudio, obligatorio para el colectivo estudiantil de grado (independientemente de la universidad y disciplina en la que se formen). El papel fundamental que tiene el TFG es facilitar un contexto de trabajo y evaluación el que queden integradas las competencias tanto específicas como transversales trabajadas y desarrolladas a lo largo la formación. Aunque cada universidad decide la carga de créditos de esta asignatura, es, por lo general, un proyecto de envergadura considerable. Este artículo presenta el estudio realizado en tres universidades españolas, concretamente en estudios de ingeniería y que contaba con un total de 21 TFGs. El número de prácticas experimentadas fue de 9 y estaban relacionadas con aspectos tanto del seguimiento del trabajo como de su evaluación, contemplando el qué, cómo, quién y cuándo y, por tanto, dando respuesta a las competencias, metodología, agentes y momentos. Los resultados apuntan a una serie de prácticas que han demostrado ser especialmente útiles como por ejemplo la combinación de una evaluación formativa y sumativa, la combinación de agentes evaluadores -tutor y tribunal-, el uso de rúbricas como instrumento de seguimiento y evaluación, el establecimiento de un seguimiento pautado del trabajo del estudiante, etc. Por último, y como elemento considerado en el estudio desarrollado y por tanto, en el presente trabajo, se analiza el potencial de transferencia de estas prácticas a otros estudios y contextos.<strong> </strong></p><p> </p><p> </p>
Over the past few years the use of educational games for learning purposes has reported many educational benefits in terms of students' motivation and engagement towards learning. One of the challenges in the research field of Game-Based Learning (GBL) is to create or adapt educational games to teachers' requirements depending on their particular situations. An approach to face this problem is to provide teachers with strategies that allow them to design meaningful games for their learning scenarios. To address this issue, a metaphor has been proposed for supporting teachers in the design of the so-called location-based learning games. In this study, we describe four real learning contexts, including 16 secondary education teachers use the proposed metaphor to design their own location-based games. Besides, in order to gain meaningful insights about the impact of the designed games in students' satisfaction, we deployed the teachers' designs in "QuesTInSitu: The Game". A total of 253 students from the 4 secondary schools played the designed games. The main findings derived from the evaluation with teachers and students provide meaningful insights about main considerations when designing and deploying location-based learning games for outdoors and indoors.
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