dc.contributor.author
Sors Vidal, Oriol
dc.contributor.author
Puig Puig, Anna
dc.contributor.author
Rodríguez Santiago, Inmaculada
dc.date.accessioned
2025-12-17T12:31:07Z
dc.date.available
2025-12-17T12:31:07Z
dc.date.issued
2025-12-16T08:43:19Z
dc.date.issued
2025-12-16T08:43:19Z
dc.date.issued
2025-05-16
dc.date.issued
2025-12-16T08:43:20Z
dc.identifier
https://hdl.handle.net/2445/224960
dc.identifier.uri
http://hdl.handle.net/2445/224960
dc.description.abstract
Digital Game-Based Learning (DGBL) is a complementary methodology to tra-ditional instruction, yet it often faces conceptual and practical limitations inevolving educational environments. These include the closed nature of gamesand a narrow focus on single competencies. To address these challenges, thisstudy explores DGBL through the third generation of Activity Theory (AT)and applies the Expansive Learning framework. Specifically, we investigatethe following research questions: RQ1:”How does Expansive Learning de-signed in a game influence the learning experience in terms of learning out-comes and engagement?”, and RQ2:”How do game challenges created by stu-dents impact their peers’ learning experience?”. To answer these questions,a quasi-experimental study was conducted with secondary students, includinga control group (players) and an experimental group (players+creators), usingGeoBuild, a geometry game based on Expansive Learning principles. Learn-ing outcomes were assessed via pre- and post-tests, motivation and enjoymentthrough questionnaires, and engagement using in-game analytics and qualitativefeedback. Although all students improved their learning outcomes, the controlgroup outscored the experimental group in the final exam. However, they mademore errors in peer-created challenges, which were harder than those set by theteacher. Challenge completion rates were similar, and students found the expe-rience engaging, suggesting promising grounds for further research.
dc.format
application/pdf
dc.publisher
Serious Games Society
dc.relation
Reproducció del document publicat a: https://doi.org/10.17083/ijsg.v12i2.916
dc.relation
International Journal of Serious Games, 2025, vol. 12, num.2, p. 91-113
dc.relation
https://doi.org/10.17083/ijsg.v12i2.916
dc.rights
cc-by-nc-nd (c) Sors, O. et al., 2025
dc.rights
http://creativecommons.org/licenses/by-nc-nd/4.0/
dc.rights
info:eu-repo/semantics/openAccess
dc.subject
Aprenentatge basat en el joc
dc.subject
Interacció persona-ordinador
dc.subject
Disseny de videojocs
dc.subject
Game-based learning
dc.subject
Human-computer interaction
dc.subject
Video games design
dc.title
Activity Theory in Digital Game-Based Learning: A Geometry Case Study
dc.type
info:eu-repo/semantics/article
dc.type
info:eu-repo/semantics/publishedVersion