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
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.
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