2020
DOI: 10.3390/su12093801
|View full text |Cite
|
Sign up to set email alerts
|

Teaching Presence in Online Gamified Education for Sustainability Learning

Abstract: Gamification in education refers to the introduction of game elements in the design of learning processes. Our gamification approach was based on the self-determination theory. According to this theory, people need to have competence, social connectedness, and autonomy in order to feel determined to perform certain activities. We aimed to investigate the effects of teaching presence in online gamification on sustainability learning and self-determination as well as identify the driving factors and barriers to … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

2
18
0
2

Year Published

2021
2021
2024
2024

Publication Types

Select...
5
4

Relationship

0
9

Authors

Journals

citations
Cited by 45 publications
(37 citation statements)
references
References 33 publications
(56 reference statements)
2
18
0
2
Order By: Relevance
“…These conclusions coincide with those reported in very recent works by Parra-González et al. (2020) , Mahmud et al. (2020) , and Carrasco et al.…”
Section: Discussionsupporting
confidence: 94%
See 1 more Smart Citation
“…These conclusions coincide with those reported in very recent works by Parra-González et al. (2020) , Mahmud et al. (2020) , and Carrasco et al.…”
Section: Discussionsupporting
confidence: 94%
“…Likewise, the relevance of gamified dynamics can be regarded as the development of student motivation to carry out tasks in search of recognition by their classmates and teachers. These conclusions coincide with those reported in very recent works by Parra-Gonz alez et al (2020), Mahmud et al (2020), andCarrasco et al (2019), suggesting that competitive gamification activities serve to promote individual and group work by students, increase student participation and interaction, and construct support networks which intrinsically encourage collaborative work.…”
Section: Discussionsupporting
confidence: 91%
“…Therefore, online gamified learning has, by now, established a significant existence in a versatile manner not only in education but in many varied fields [54][55][56]. Education is, and has always been, one of the most knowledge-intensive sectors.…”
Section: Discussionmentioning
confidence: 99%
“…In our study, the questionnaire method was mainly used to collect data for quantitative analysis, while the information and data obtained from the interviews were mainly used to corroborate the results of the quantitative analysis and to further understand the players' attitudes, which were used to conduct qualitative analysis. This combination of quantitative and qualitative data collection methods is often used to demonstrate the validity of Efs, as in the studies by Orduña et al [35] and Mahmud et al [36].…”
Section: Data Collection Methodsmentioning
confidence: 99%