Abstract

From an educational point of view, the design of digital games, especially the so-called serious games, is a powerful tool that can improve engagement and motivation, help students develop digital literacy skills, and deepen their understanding of the domain, which could eventually have a positive impact on the overall learning process. For this reason, game development is increasingly being incorporated into the learning process and more and more educators are using this strategy to improve the quality of their teaching. Given the inherent multidisciplinarity and complexity of such projects, the design of game design-based learning activities, as well as their assessment, is not an easy task. As a result, many approaches have been developed, some of which rely on existing, proven models such as Bloom's Taxonomy, while others incorporate the principles of project-based learning or motivational design processes. This study provides an overview of the different approaches to the design and assessment of game-based learning systems and activities, outlining their main features and characteristics.

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