Is Sustainable Online Learning Possible with Gamification?—The Effect of Gamified Online Learning on Student Learning

Título

Is Sustainable Online Learning Possible with Gamification?—The Effect of Gamified Online Learning on Student Learning

Autor

Sungjin Park, Sangkyun Kim

Descripción

The use of gamification is garnering attention as a method that promotes sustainable learning during the coronavirus disease 2019 (COVID-19) era. This study investigates the effect that gamified online learning has on student learning and has utilized a gamified online learning program to examine the impact. To determine the program’s effectiveness, a study has been conducted with 140 elementary and middle school students. A previously developed survey instrument was used to measure the results. The study’s findings suggest that gamification in online learning has a positive impact on learner motivation and the understanding of the educational content. Based on the findings, this study proposes that gamification should be used as a sustainable method to achieve the United Nations’ Sustainable Development Goal 4 (SDG 4) of ensuring “quality education”.

Fecha

2021

Materia

SDGs, gamification, Gamification in education, sustainable online learning

Identificador

10.3390/su13084267

Fuente

Biotemas

Editor

Universidade Federal de Santa Catarina

Cobertura

Environmental effects of industries and plants, Renewable energy sources, Environmental sciences

Archivos

https://socictopen.socict.org/files/to_import/pdfs/79cfb6fa824f939991198f099f2dfb03.pdf

Colección

Citación

Sungjin Park, Sangkyun Kim, “Is Sustainable Online Learning Possible with Gamification?—The Effect of Gamified Online Learning on Student Learning,” SOCICT Open, consulta 17 de abril de 2026, https://www.socictopen.socict.org/items/show/10431.

Formatos de Salida

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