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

doi: 10.3390/su13084267
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”.
- Kangwon National University Korea (Republic of)
- Kangwon National University Korea (Republic of)
Environmental effects of industries and plants, TJ807-830, gamification in education, TD194-195, Renewable energy sources, Environmental sciences, sustainable online learning, gamification, GE1-350, SDGs
Environmental effects of industries and plants, TJ807-830, gamification in education, TD194-195, Renewable energy sources, Environmental sciences, sustainable online learning, gamification, GE1-350, SDGs
citations This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).48 popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.Top 1% influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).Top 10% impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.Top 1%
