Is Sustainable Online Learning Possible with Gamification?—The Effect of Gamified Online Learning on Student Learning
Sungjin Park and
Sangkyun Kim
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Sungjin Park: Department of Industrial Engineering, Kangwon National University, Chuncheon 24341, Korea
Sangkyun Kim: Department of Industrial Engineering, Kangwon National University, Chuncheon 24341, Korea
Sustainability, 2021, vol. 13, issue 8, 1-12
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”.
Keywords: gamification; sustainable online learning; SDGs; gamification in education (search for similar items in EconPapers)
JEL-codes: O13 Q Q0 Q2 Q3 Q5 Q56 (search for similar items in EconPapers)
Date: 2021
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Citations: View citations in EconPapers (10)
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Persistent link: https://EconPapers.repec.org/RePEc:gam:jsusta:v:13:y:2021:i:8:p:4267-:d:534583
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