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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2021
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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) |
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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 |
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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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1718431481329614848 |