2022
DOI: 10.3390/ijerph19052599
|View full text |Cite
|
Sign up to set email alerts
|

Gamification as a Promoting Tool of Motivation for Creating Sustainable Higher Education Institutions

Abstract: Higher Educational Institutions (HEIs) are responsible for creating healthy and sustainable environments for students and teachers through diverse educational paradigms such as gamification. In this sense, the Healthy People 2030 and the Sustainable Development Goals indicated the imperative to provide inclusive and equitable quality education to promote a healthy environment and life. The principal objective was to analyse the impact of gamification on health development in HEIs, highlighting their positive a… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
9
0
1

Year Published

2022
2022
2024
2024

Publication Types

Select...
6
2

Relationship

0
8

Authors

Journals

citations
Cited by 25 publications
(10 citation statements)
references
References 72 publications
0
9
0
1
Order By: Relevance
“…The field of education has not been left out in the adoption of gamification, most especially, for classroom instructional purposes (Rose et al, 2016;Saprudin et al, 2020). Gamification has gained significant interest among educators across the globe, this might be because of the characteristics that are inherent in gamification (Mekler et al, 2017;Navarro-Espinosa, J. A. et al, 2022;Palaniappan et al, 2022).…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…The field of education has not been left out in the adoption of gamification, most especially, for classroom instructional purposes (Rose et al, 2016;Saprudin et al, 2020). Gamification has gained significant interest among educators across the globe, this might be because of the characteristics that are inherent in gamification (Mekler et al, 2017;Navarro-Espinosa, J. A. et al, 2022;Palaniappan et al, 2022).…”
Section: Discussionmentioning
confidence: 99%
“…The penetration of the gamification trend in educational settings seems to be still climbing up to the top, as indicated by the amount and annual distribution of the reviewed works. However, studies on gamification published in top academic journals has increased in the multiples of five over the last five years (Navarro-Espinosa, J. A. et al, 2022).…”
Section: Introductionmentioning
confidence: 99%
“…The gamification techniques have been shown to promote student learning and motivation (Kapp, 2012;Zimmerling et al, 2019), improve their scientific thinking (Morris et al, 2013), as well as the effect they have on their learning and its outcomes (Subhash & Cudney, 2018;Zainuddin et al, 2020). Several reviews have been conducted in recent years in an attempt to explore and provide insights into the growing body of knowledge in gamification (Navarro-Espinosa et al, 2022). One of the first reviews was conducted by Subhash and Cudney (2018) and supported several benefits of gamification such as improved students' performance, motivation, and learning perception.…”
Section: Contemporary Educational Technology 2023mentioning
confidence: 99%
“…In the field of education, gamification has proven to be an effective methodology to increase students' motivation and engagement in computer-based learning environments [48,59,62]. Self-determination theory (SDT) attributes to educational gamification the ability to increase the motivation of students at all educational levels as it favors the development of the three basic needs identified by the psychology of motivation: autonomy, competence, and relatedness [27,47,80].…”
Section: Conceptual Frameworkmentioning
confidence: 99%