Gamification in E-Learning and Sustainability: A Theoretical Framework

Progress in communication technologies and social isolation caused by the COVID-19 pandemic have supported the acceptance of e-learning. In the e-learning context, gamification has been identified as one of the most promising trends. Many researchers believe in the game elements’ capacity to drive l...

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Autores principales: Renata Pereira Oliveira, Cristina Gomes de Souza, Augusto da Cunha Reis, Wallice Medeiros de Souza
Formato: article
Lenguaje:EN
Publicado: MDPI AG 2021
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Acceso en línea:https://doaj.org/article/9191b9c92aae452483d5570a3b651f5b
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spelling oai:doaj.org-article:9191b9c92aae452483d5570a3b651f5b2021-11-11T19:37:24ZGamification in E-Learning and Sustainability: A Theoretical Framework10.3390/su1321119452071-1050https://doaj.org/article/9191b9c92aae452483d5570a3b651f5b2021-10-01T00:00:00Zhttps://www.mdpi.com/2071-1050/13/21/11945https://doaj.org/toc/2071-1050Progress in communication technologies and social isolation caused by the COVID-19 pandemic have supported the acceptance of e-learning. In the e-learning context, gamification has been identified as one of the most promising trends. Many researchers believe in the game elements’ capacity to drive learning, skills acquisition, and changes for more sustainable behavior. However, the literature on the subject is dispersed, addressing behavioral attitudes and elements in an isolated and fragmented way. This study aims to present a framework relating game elements to behavioral attitudes to promote sustainability and ensure quality of learning. The methodology is based on a systematic literature review using the PRISMA protocol, covering the content analysis of 130 articles indexed in the Web of Science database. For the framework construction, the following were identified: behavioral attitudes stimulated by gamification; main game elements and how they relate to each other. Based on this, a framework called 7GOALS (Gamification-Oriented Active Learning Steps) associated with the PDCA (Plan, Do, Check, Act) was established. The proposed structure is multidisciplinary and can be used in any knowledge field that uses gamification. With this, themes such as sustainability can be widely disseminated and leverage changes towards more sustainable behaviors that adhere to the real world.Renata Pereira OliveiraCristina Gomes de SouzaAugusto da Cunha ReisWallice Medeiros de SouzaMDPI AGarticlegamessystematic literature reviewe-learningeducation technologyEnvironmental effects of industries and plantsTD194-195Renewable energy sourcesTJ807-830Environmental sciencesGE1-350ENSustainability, Vol 13, Iss 11945, p 11945 (2021)
institution DOAJ
collection DOAJ
language EN
topic games
systematic literature review
e-learning
education technology
Environmental effects of industries and plants
TD194-195
Renewable energy sources
TJ807-830
Environmental sciences
GE1-350
spellingShingle games
systematic literature review
e-learning
education technology
Environmental effects of industries and plants
TD194-195
Renewable energy sources
TJ807-830
Environmental sciences
GE1-350
Renata Pereira Oliveira
Cristina Gomes de Souza
Augusto da Cunha Reis
Wallice Medeiros de Souza
Gamification in E-Learning and Sustainability: A Theoretical Framework
description Progress in communication technologies and social isolation caused by the COVID-19 pandemic have supported the acceptance of e-learning. In the e-learning context, gamification has been identified as one of the most promising trends. Many researchers believe in the game elements’ capacity to drive learning, skills acquisition, and changes for more sustainable behavior. However, the literature on the subject is dispersed, addressing behavioral attitudes and elements in an isolated and fragmented way. This study aims to present a framework relating game elements to behavioral attitudes to promote sustainability and ensure quality of learning. The methodology is based on a systematic literature review using the PRISMA protocol, covering the content analysis of 130 articles indexed in the Web of Science database. For the framework construction, the following were identified: behavioral attitudes stimulated by gamification; main game elements and how they relate to each other. Based on this, a framework called 7GOALS (Gamification-Oriented Active Learning Steps) associated with the PDCA (Plan, Do, Check, Act) was established. The proposed structure is multidisciplinary and can be used in any knowledge field that uses gamification. With this, themes such as sustainability can be widely disseminated and leverage changes towards more sustainable behaviors that adhere to the real world.
format article
author Renata Pereira Oliveira
Cristina Gomes de Souza
Augusto da Cunha Reis
Wallice Medeiros de Souza
author_facet Renata Pereira Oliveira
Cristina Gomes de Souza
Augusto da Cunha Reis
Wallice Medeiros de Souza
author_sort Renata Pereira Oliveira
title Gamification in E-Learning and Sustainability: A Theoretical Framework
title_short Gamification in E-Learning and Sustainability: A Theoretical Framework
title_full Gamification in E-Learning and Sustainability: A Theoretical Framework
title_fullStr Gamification in E-Learning and Sustainability: A Theoretical Framework
title_full_unstemmed Gamification in E-Learning and Sustainability: A Theoretical Framework
title_sort gamification in e-learning and sustainability: a theoretical framework
publisher MDPI AG
publishDate 2021
url https://doaj.org/article/9191b9c92aae452483d5570a3b651f5b
work_keys_str_mv AT renatapereiraoliveira gamificationinelearningandsustainabilityatheoreticalframework
AT cristinagomesdesouza gamificationinelearningandsustainabilityatheoreticalframework
AT augustodacunhareis gamificationinelearningandsustainabilityatheoreticalframework
AT wallicemedeirosdesouza gamificationinelearningandsustainabilityatheoreticalframework
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