Gamification as a Promoting Tool of Motivation for Creating Sustainable Higher Education Institutions
Abstract
:1. Introduction
2. Social and Sustainable Development, Gamification, and Health
3. Materials and Methods
3.1. Design of the Study
3.2. Selection of the Databases and Design of the Research: Exclusion and Inclusion Criteria
3.3. Research Strategies: Exploratory and Final Research
3.4. Analysis: Supportive Tools
4. Results
4.1. General Results
4.1.1. Publication Type, Language, and Trend (RQ1)
4.1.2. Publications and Collaborations between Countries (RQ2, RQ3, and RQ4)
4.1.3. Journals More Relevant in the Topic (RQ4)
4.1.4. Determination of Sub-Topics Utilising the Keywords (RQ4 and RQ5)
4.2. Gamification in the Health Field (RQ6)
4.3. Implications and Limitations
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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MeSH Terms | Description |
---|---|
Universities | Educational institutions providing facilities for teaching and research and authorised to grant academic degrees. |
Learning | Relatively permanent change in behaviour that is the result of past experience or practice. The concept includes the acquisition of knowledge. |
Education | Used for education, training programs, and courses in various fields and disciplines, and for training groups of persons. |
Models, Educational | Theoretical models that propose methods of learning or teaching as a basis or adjunct to changes in attitude or behaviour. These educational interventions are usually applied in the fields of health and patient education but are not restricted to patient care. |
Educational Technology | Systematic identification, development, organisation, or utilisation of educational resources and the management of these processes. It is occasionally used in a more limited sense to describe equipment-oriented techniques or audiovisual aids in educational settings. |
Technology | The application of scientific knowledge to practical purposes in any field. It includes methods, techniques, and instrumentation. |
Game Theory | Theoretical construct used in applied mathematics to analyse certain situations in which there is an interplay between parties with similar, opposed, or mixed interests. In a typical game, decision-making “players”, whom each have their own goals, try to gain an advantage over the other parties by anticipating each other’s decisions; the game is finally resolved due to the players’ decisions. |
Games, Experimental | Games designed to provide information on hypotheses, policies, procedures, or strategies. |
Country | Count of, Documents | Frequency | Country | Count of Documents | Frequency | ||
---|---|---|---|---|---|---|---|
1 | Spain | 93 | 36.20% | 23 | Belgium | 2 | 0.80% |
2 | Italy | 14 | 5.40% | 24 | Brazil | 2 | 0.80% |
3 | UK | 12 | 4.70% | 25 | Estonia | 2 | 0.80% |
4 | Croatia | 10 | 3.90% | 26 | India | 2 | 0.80% |
5 | US | 10 | 3.90% | 27 | Namibia | 2 | 0.80% |
6 | Germany | 9 | 3.50% | 28 | Philippines | 2 | 0.80% |
7 | Norway | 9 | 3.50% | 29 | Romania | 2 | 0.80% |
8 | Indonesia | 5 | 1.90% | 30 | Russia | 2 | 0.80% |
9 | Japan | 5 | 1.90% | 31 | South Africa | 2 | 0.80% |
10 | Portugal | 5 | 1.90% | 32 | Sri Lanka | 2 | 0.80% |
11 | Hungary | 4 | 1.60% | 33 | Sweden | 2 | 0.80% |
12 | Ireland | 4 | 1.60% | 34 | Taiwan | 2 | 0.80% |
13 | Slovenia | 4 | 1.60% | 35 | Turkey | 2 | 0.80% |
14 | Bulgaria | 3 | 1.20% | 36 | France | 2 | 0.80% |
15 | Chile | 3 | 1.20% | 37 | Argentina | 1 | 0.40% |
16 | Colombia | 3 | 1.20% | 38 | Canada | 1 | 0.40% |
17 | Ecuador | 3 | 1.20% | 39 | Costa Rica | 1 | 0.40% |
18 | Finland | 3 | 1.20% | 40 | Cuba | 1 | 0.40% |
19 | Greece | 3 | 1.20% | 41 | Czech Republic | 1 | 0.40% |
20 | Peru | 3 | 1.20% | 42 | Denmark | 1 | 0.40% |
21 | Slovakia | 3 | 1.20% | 43 | Others | 13 | 5.20% |
22 | Australia | 2 | 0.80% |
Title | Year | Journal | Quartile and JCR Year of Publication | Thematic Area | Study | Country | Citations All Databases | |
---|---|---|---|---|---|---|---|---|
1 | Serious games and learning effectiveness: The case of It’s a Deal! | 2012 | Computers & Education | Q1 (2.775) | Computer Science, Interdisciplinary Applications | Article | Spain | 146 |
2 | Exploring the computational thinking effects in pre-university education | 2018 | Computers in Human Behavior | Q1 (4.306) | Psychology, Multidisciplinary | Article | Spain | 76 |
3 | Gamifying an ICT course: Influences on engagement and academic performance | 2017 | Computers in Human Behavior | Q1 (3.536) | Psychology, Multidisciplinary | Article | Spain; Portugal | 76 |
4 | An application of adaptive games-based learning based on learning style to teach SQL | 2015 | Computers & Education | Q1 (2.881) | Computer Science, Interdisciplinary | Article | Turkey | 57 |
5 | Gamification: a systematic review of design frameworks | 2017 | Journal of Computing in Higher Education | Q2 (1.517) | Education & Educational Research | Article | United Kingdom | 56 |
6 | Serious games and the development of an entrepreneurial mindset in higher education engineering students | 2014 | Entertainment Computing | - | Computer Science, Interdisciplinary Applications | Review | Spain | 56 |
7 | Training disaster communication by means of serious games in virtual environments | 2011 | Entertainment Computing | - | Medicine General and Internal | Article | Italy; Spain | 45 |
8 | Motivation, students’ needs and learning outcomes: a hybrid game-based app for enhanced language learning | 2016 | SpringerPlus | Q2 (0.982) | Multidisciplinary Sciences | Article | Germany | 34 |
9 | Learning style analysis in adaptive GBL application to teach SQL | 2015 | Computers & Education | Q1 (2.881) | Computer Science, Interdisciplinary | Article | Spain | 28 |
10 | Using Mobile Health Gamification to Facilitate Cognitive Behavioral Therapy Skills Practice in Child Anxiety Treatment: Open Clinical Trial | 2018 | JMIR SERIOUS GAMES | Q1 (3.351) | Medical Informatics | Article | United Kingdom | 27 |
Cluster | Links between Resources | Citations | Resources with More Links and Citations | Quartile and JCR in 2020 | Category of JCR |
---|---|---|---|---|---|
1st | 117 (50%) | 116 (20.2%) | Science (17 links and 13 citations) | Q1 (47.728) | Multidisciplinary science |
2nd | 147 (62.8%) | 188 (32.8%) | Computers & Education (29 links and 90 citations) | Q1 (8.538) | Computer science, interdisciplinary applications |
3rd | 94 (40.2%) | 142 (24.7%) | Computers in Human Behavior (27 links and 57citations) | Q1 (6.829) | Psychology, multidisciplinary |
4th | 65 (20.8%) | 53 (9.3%) | Journal of Computers in Education (16 links and 20 citations) | - | - |
5th | 34 (19.0%) | 75 (13.1%) | Computers in Education (12 links and 37 citations) | - | - |
Cluster | Colour | Weight (%) | Connection between Clusters (Links per Keyword inside Each Cluster) | Keywords | Topic |
---|---|---|---|---|---|
1 | Pink | 27.0 | 132 (28.3%) | Students—teaching—engineering education—curricula—e-learning | Education through technological tools |
2 | Green | 24.3 | 133 (28.5%) | Motivation—serious games—blended learning—flipped learning | Methodological educations impact on motivation |
3 | Blue | 14.8 | 64 (13.7%) | Game based-learning—STEM-education | Gamification on STEM education |
4 | Yellow | 13.00 | 86 (18.4%) | Gamification—Higher Education Institution—ICT | Gamification |
5 | Purple | 8.97 | 52 (11.1%) | Mobile learning—multimedia resources | Education through mobile |
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Navarro-Espinosa, J.A.; Vaquero-Abellán, M.; Perea-Moreno, A.-J.; Pedrós-Pérez, G.; Martínez-Jiménez, M.d.P.; Aparicio-Martínez, P. Gamification as a Promoting Tool of Motivation for Creating Sustainable Higher Education Institutions. Int. J. Environ. Res. Public Health 2022, 19, 2599. https://doi.org/10.3390/ijerph19052599
Navarro-Espinosa JA, Vaquero-Abellán M, Perea-Moreno A-J, Pedrós-Pérez G, Martínez-Jiménez MdP, Aparicio-Martínez P. Gamification as a Promoting Tool of Motivation for Creating Sustainable Higher Education Institutions. International Journal of Environmental Research and Public Health. 2022; 19(5):2599. https://doi.org/10.3390/ijerph19052599
Chicago/Turabian StyleNavarro-Espinosa, Johanna Andrea, Manuel Vaquero-Abellán, Alberto-Jesús Perea-Moreno, Gerardo Pedrós-Pérez, Maria del Pilar Martínez-Jiménez, and Pilar Aparicio-Martínez. 2022. "Gamification as a Promoting Tool of Motivation for Creating Sustainable Higher Education Institutions" International Journal of Environmental Research and Public Health 19, no. 5: 2599. https://doi.org/10.3390/ijerph19052599
APA StyleNavarro-Espinosa, J. A., Vaquero-Abellán, M., Perea-Moreno, A. -J., Pedrós-Pérez, G., Martínez-Jiménez, M. d. P., & Aparicio-Martínez, P. (2022). Gamification as a Promoting Tool of Motivation for Creating Sustainable Higher Education Institutions. International Journal of Environmental Research and Public Health, 19(5), 2599. https://doi.org/10.3390/ijerph19052599