2021
DOI: 10.3390/su132111945
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Gamification in E-Learning and Sustainability: A Theoretical Framework

Abstract: Progress in communication technologies and social isolation caused by the COVID-19 pandemic have supported the acceptance of e-learning. In the e-learning context, gamification has been identified as one of the most promising trends. Many researchers believe in the game elements’ capacity to drive learning, skills acquisition, and changes for more sustainable behavior. However, the literature on the subject is dispersed, addressing behavioral attitudes and elements in an isolated and fragmented way. This study… Show more

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Cited by 27 publications
(16 citation statements)
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References 124 publications
(277 reference statements)
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“…Oliveira et al [30] proposed a theoretical framework relating game elements to behavioral attitudes to promote sustainability and ensure quality of learning. The framework is associated with the PDCA (Plan, Do, Check, Act) stages.…”
Section: Related Workmentioning
confidence: 99%
“…Oliveira et al [30] proposed a theoretical framework relating game elements to behavioral attitudes to promote sustainability and ensure quality of learning. The framework is associated with the PDCA (Plan, Do, Check, Act) stages.…”
Section: Related Workmentioning
confidence: 99%
“…From the theoretical perspective, gamification can be considered as a new practiceamong new pedagogies and theories are emerging in the field of educational technology TLO 30,2 research (Oliveira, Souza, Reis, & Souza, 2021). Recently a comprehensive review of the literature was performed in gamification from the theoretical perspective.…”
Section: Introductionmentioning
confidence: 99%
“…Al Kurdi et al (2020) highlighted that e-learning gained recognition because of its ability to deliver educational resources using the internet. According to Oliveira et al (2021), the pandemic paves the way for the social acceptance of e-learning.…”
Section: Introductionmentioning
confidence: 99%