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Is Sustainable Online Learning Possible with Gamification?—The Effect of Gamified Online Learning on Student Learning

Author

Listed:
  • Sungjin Park

    (Department of Industrial Engineering, Kangwon National University, Chuncheon 24341, Korea)

  • Sangkyun Kim

    (Department of Industrial Engineering, Kangwon National University, Chuncheon 24341, Korea)

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 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”.

Suggested Citation

  • Sungjin Park & Sangkyun Kim, 2021. "Is Sustainable Online Learning Possible with Gamification?—The Effect of Gamified Online Learning on Student Learning," Sustainability, MDPI, vol. 13(8), pages 1-12, April.
  • Handle: RePEc:gam:jsusta:v:13:y:2021:i:8:p:4267-:d:534583
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    References listed on IDEAS

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    1. Santiago Alonso-García & Inmaculada Aznar-Díaz & María-Pilar Cáceres-Reche & Juan-Manuel Trujillo-Torres & José-María Romero-Rodríguez, 2019. "Systematic Review of Good Teaching Practices with ICT in Spanish Higher Education. Trends and Challenges for Sustainability," Sustainability, MDPI, vol. 11(24), pages 1-15, December.
    2. Sangkyun Kim, 2015. "Interdisciplinary Approaches and Methods for Sustainable Transformation and Innovation," Sustainability, MDPI, vol. 7(4), pages 1-7, April.
    3. Ruba Abdelmatloub Moawad, 2020. "Online Learning during the COVID- 19 Pandemic and Academic Stress in University Students," Revista romaneasca pentru educatie multidimensionala - Journal for Multidimensional Education, Editura Lumen, Department of Economics, vol. 12(1Sup2), pages 100-107, June.
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    Citations

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    Cited by:

    1. Rashmi Mehrotra & Ram Murat Verma & Manita Devi & Raju Singh Jakhar, 2022. "Online Teaching Skills and Competencies," World Journal of English Language, Sciedu Press, vol. 12(3), pages 187-187, April.
    2. David Melero-Cañas & Vicente Morales-Baños & Daniel N. Ardoy & David Manzano-Sánchez & Alfonso Valero-Valenzuela, 2021. "Enhancements in Cognitive Performance and Academic Achievement in Adolescents through the Hybridization of an Instructional Model with Gamification in Physical Education," Sustainability, MDPI, vol. 13(11), pages 1-14, May.
    3. Hana Dler Ahmed & Gulsum Asiksoy, 2021. "The Effects of Gamified Flipped Learning Method on Student’s Innovation Skills, Self-Efficacy towards Virtual Physics Lab Course and Perceptions," Sustainability, MDPI, vol. 13(18), pages 1-19, September.
    4. José María Campillo-Ferrer & Pedro Miralles-Martínez, 2021. "Effectiveness of the flipped classroom model on students’ self-reported motivation and learning during the COVID-19 pandemic," Palgrave Communications, Palgrave Macmillan, vol. 8(1), pages 1-9, December.
    5. Sungjin Park & Sangkyun Kim, 2022. "Learning Performance Styles in Gamified College Classes Using Data Clustering," Sustainability, MDPI, vol. 14(23), pages 1-13, November.
    6. Marina Moseikina & Saken Toktamysov & Svetlana Danshina, 2022. "Modern Technologies and Gamification in Historical Education," Simulation & Gaming, , vol. 53(2), pages 135-156, April.
    7. Sungjin Park & Kyoungsoon Min & Sangkyun Kim, 2021. "Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful Experiences," Sustainability, MDPI, vol. 13(16), pages 1-10, August.
    8. Flavio Boccia & Joanna Rosak-Szyrocka & Houman Hashemzadeh & Daniela Covino, 2023. "Metaverse, the last technological frontier of environmental sustainable food: Worldwide evidence from the first business case studies," RIVISTA DI STUDI SULLA SOSTENIBILITA', FrancoAngeli Editore, vol. 0(1), pages 153-165.
    9. Lui-Kwan Ng & Chung-Kwan Lo, 2022. "Flipped Classroom and Gamification Approach: Its Impact on Performance and Academic Commitment on Sustainable Learning in Education," Sustainability, MDPI, vol. 14(9), pages 1-23, April.

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