Gamification as a Promoting Tool of Motivation for Creating Sustainable Higher Education Institutions
Johanna Andrea Navarro-Espinosa,
Manuel Vaquero-Abellán,
Alberto-Jesús Perea-Moreno,
Gerardo Pedrós-Pérez,
Maria del Pilar Martínez-Jiménez and
Pilar Aparicio-Martínez
Additional contact information
Johanna Andrea Navarro-Espinosa: Unidad de Seguimiento a Graduados, Banca Laboral y Prácticas Preprofesionales, Universidad de ECOTEC, Guayaquil 090501, Ecuador
Manuel Vaquero-Abellán: GC12 Clinical and Epidemiological Research in PrimaryCare, Instituto Maimónides, Campus de Menéndez Pidal, Universidad de Córdoba, 14071 Córdoba, Spain
Alberto-Jesús Perea-Moreno: Departamento de Física Aplicada, Radiología y Medicina Física, Edificio Albert Einstein, Campus de Rabanales, Universidad de Córdoba, 14071 Córdoba, Spain
Gerardo Pedrós-Pérez: Departamento de Física Aplicada, Radiología y Medicina Física, Edificio Albert Einstein, Campus de Rabanales, Universidad de Córdoba, 14071 Córdoba, Spain
Maria del Pilar Martínez-Jiménez: Departamento de Física Aplicada, Radiología y Medicina Física, Edificio Albert Einstein, Campus de Rabanales, Universidad de Córdoba, 14071 Córdoba, Spain
Pilar Aparicio-Martínez: GC12 Clinical and Epidemiological Research in PrimaryCare, Instituto Maimónides, Campus de Menéndez Pidal, Universidad de Córdoba, 14071 Córdoba, Spain
IJERPH, 2022, vol. 19, issue 5, 1-20
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 and negative effects. To achieve such an objective, a bibliometric analysis was carried out. The 257 documents showed no significant increasing trend in the last decade ( p > 0.05) related to the pandemic. Most of the publications were conferences (45%), and the few published articles were the documents with more citations ( p < 0.001). According to their index in Journal Citation Reports, there were significant differences between the citations of articles published in journals ( p < 0.001). The analysis of journal co-citations showed that the leading journals (such as Computers in Human Behavior ) had a significant part in the clusters formed ( p < 0.001), conditioning also the keywords, especially the term “motivation”. These findings were discussed, concluding that the experimental studies focused on the teachers’ adverse effects are yet to come.
Keywords: health and sustainable environments; gamification; higher education institutions; motivation (search for similar items in EconPapers)
JEL-codes: I I1 I3 Q Q5 (search for similar items in EconPapers)
Date: 2022
References: View references in EconPapers View complete reference list from CitEc
Citations: View citations in EconPapers (1)
Downloads: (external link)
https://www.mdpi.com/1660-4601/19/5/2599/pdf (application/pdf)
https://www.mdpi.com/1660-4601/19/5/2599/ (text/html)
Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.
Export reference: BibTeX
RIS (EndNote, ProCite, RefMan)
HTML/Text
Persistent link: https://EconPapers.repec.org/RePEc:gam:jijerp:v:19:y:2022:i:5:p:2599-:d:757065
Access Statistics for this article
IJERPH is currently edited by Ms. Jenna Liu
More articles in IJERPH from MDPI
Bibliographic data for series maintained by MDPI Indexing Manager ().