2021
DOI: 10.3390/su13084267
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Is Sustainable Online Learning Possible with Gamification?—The Effect of Gamified Online Learning on Student Learning

Abstract: 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 fi… Show more

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Cited by 52 publications
(35 citation statements)
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References 17 publications
(22 reference statements)
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“…Applying educational gamification promotes student participation, especially if the game elements used in gamification have established objectives and rewards [39]. Some of its elements, such as storytelling, the involvement of social relationships, or the action of playing, constitute a special tool in order to improve cognitive and academic performance [21,40], even when used for online learning [41]. However, only one study has investigated its cognitive consequences [42].…”
Section: Introductionmentioning
confidence: 99%
“…Applying educational gamification promotes student participation, especially if the game elements used in gamification have established objectives and rewards [39]. Some of its elements, such as storytelling, the involvement of social relationships, or the action of playing, constitute a special tool in order to improve cognitive and academic performance [21,40], even when used for online learning [41]. However, only one study has investigated its cognitive consequences [42].…”
Section: Introductionmentioning
confidence: 99%
“…Furthermore, in the current era of the Covid-19 pandemic, online learning should be used as much as possible through various technological mediums. Therefore, the use of gamification should be utilized as much as possible because according to Park and Kim (2021) it can have a positive effect on student motivation and understanding of learning content. It is very important to ensure that students continue to be developed and their motivation to learn is maintained at a high level as the teaching and learning process less conducted face to face and physically.…”
Section: Discussionmentioning
confidence: 99%
“…Gameful experience is considered to be effective for education because of the following five attributes of experience it promotes, as suggested by Dewey [15], including continuity, interaction, interest, growth, and educational experience. Figure 6 illustrates the basic learning structure in education when gamification is applied [16]. For sustainable learning, the instructor provides learners with missions/quests continuously for a fixed or variable duration.…”
Section: Gameful Experience and Motivationmentioning
confidence: 99%