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1.
Sustainability ; 14(23):15574, 2022.
Article in English | ProQuest Central | ID: covidwho-2163576

ABSTRACT

This study aimed to investigate the efficacy of learning gamification in developing sustainable educational environments. To this end, gamified class data were analyzed to identify students' learning performance patterns. The study sample comprised 369 data points collected across four point domains: Activity, Game, Project, and Exam Points, which students obtained in their gamified college courses conducted between 2016 and 2019. A K-means data clustering algorithm and silhouette analysis were utilized to evaluate student performances and determine differential learning styles in gamified environments. Cluster analysis revealed three types of learning patterns centered on performance, mastery, and avoidance. Based on our findings, we propose suggestions regarding class design for instructors considering using gamification strategies to support a sustainable educational environment. We also highlight the scope for future research in both in-person and online gamified learning.

2.
Sustainability ; 14(3):1361, 2022.
Article in English | ProQuest Central | ID: covidwho-1686994

ABSTRACT

The metaverse is expected to turn imagination into reality through the convergence of various technologies and should be considered as a medium for sustainable education, free from the constraints of time and space. The purpose of this study was to identify world types in the metaverse to deliver a gameful experience to users. The relationship between gameful experience and learning motivation was examined by analyzing previous studies. Furthermore, the metaverse platforms were confirmed as virtual worlds using the metaverse classification. This study employed a bottom-up approach based on real cases to identify world types that can be used for metaverse-based education. Survival, maze, multi-choice, racing/jump, and escape room world types were identified. The results of this study can be used to provide equal educational opportunities to learners by creating innovative educational environments. This is expected to enable the achievement of the fourth sustainable development goal.

3.
Sustainability ; 13(8):4267, 2021.
Article in English | MDPI | ID: covidwho-1178422

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”.

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