Impact of Video Games, Gamification, and Game-Based Learning on Sustainability Education in Higher Education
Abstract
:1. Introduction
Literature Review
2. Materials and Methods
3. Results
4. Discussion
- Helpful in understanding the contents: One aspect that is worth noting in the use of game-based and technology-mediated methodology is the promotion of understanding of subjects. Several studies show how the use of technology-mediated games in the context of higher education has the main benefit of helping students to better understand the contents of the subjects [9].
- On the other hand, others argue that it also helps to develop extrinsic motivation towards the discipline [19].
- Promoting inclusive education: Another study [27] showed that one of the benefits of using game-based methodologies along with technology is the facilitation of identifying at-risk students and their individual learning needs. However, it is important to note that this research was focused on areas other than inclusion, so there may be disparities in results among the studies consulted.
- Development of social skills: Regarding the impact of game-based learning, this educational approach has great usefulness in the development of key competencies such as teamwork, and in other areas such as creativity and innovation [14].
- It was also found that it improves the interaction between the academic and work worlds [10]. Other studies affirmed that its use fostered cognitive, emotional, and behavioral engagement of the players [8]. In this sense, they also highlighted the importance of student engagement in providing positive experiences [26], as well as spaces for participating in informal conversations that also help to develop digital literacy skills [28].
5. Conclusions
6. Limitations of the Study and Future Research
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
- ONU. La Agenda 2030 y los Objetivos de Desarrollo Sostenible Una Oportunidad Para América Latina y el Caribe; Publicación de las Naciones Unidas: New York, NY, USA, 2018; Available online: https://repositorio.cepal.org/bitstream/handle/11362/40155/24/S1801141_es.pdf (accessed on 22 April 2023).
- SDSN. Australia/Pacific. In Getting Started with the SDGs in Universities: A Guide for Universities, Higher Education Institutions, and the Academic Sector; Australia, New Zealand and Pacific Edition; Sustainable Development Solutions Network: New York, NY, USA, 2017. [Google Scholar]
- Severin, E. Un nuevo paradigma educativo. Educ. Ciudad 2017, 32, 75–82. [Google Scholar] [CrossRef]
- Carvalho, C.V.; Coelho, A. Game-Based Learning, Gamification in Education and Serious Games. Computers 2022, 11, 36. [Google Scholar] [CrossRef]
- González, C.S.G.; del Río, N.G.; Adelantado, V.N. Exploring the Benefits of Using Gamification and Videogames for Physical Exercise: A Review of State of Art. IJIMAI 2018, 5, 46–52. [Google Scholar] [CrossRef]
- Cornella, P.; Estebanell, M.; Brusi, D. Gamificación y Aprendizaje Basado en Juegos. Consideraciones Generales y Algunos Ejemplos para la Enseñanza de la Geología. Enseñanza Cienc. Tierra 2020, 28, 5–19. [Google Scholar]
- Parra-González, M.E.; Segura-Robles, A.; Romero-García, C. Analysis of creative thinking and levels of student activation after a gamification experience. Educar 2020, 56, 475–489. [Google Scholar] [CrossRef]
- Marín Santiago, I. ¿Jugamos? Como el Aprendizaje Lúdico Puede Transformar la Educación; Paidos Educ: Barcelona, Spain, 2018; pp. 1–27. [Google Scholar]
- Sierra, J.; Suárez-Collado, A. The Transforming Generation: Increasing Student Awareness about the Effects of Economic Decisions on Sustainability. Int. J. Sustain. High. Educ. 2021, 22, 1087–1107. [Google Scholar] [CrossRef]
- Gawel, A.; Strykowski, S.; Madias, K. Implementing Sustainability into Virtual Simulation Games in Business Higher Education. Educ. Sci. 2022, 12, 599. [Google Scholar] [CrossRef]
- Fornós, S.; Udeozor, C.; Glassey, J.; Cermak-Sassenrath, D. The CHEM Jam-How to Integrate a Game Creation Event in Curriculum-Based Engineering Education. Educ. Chem. Eng. 2022, 40, 8–16. [Google Scholar] [CrossRef]
- Hanus, M.D.; Fox, J. Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Comput. Educ. 2015, 80, 152–161. [Google Scholar]
- Estévez, D.; Terrón-López, M.J.; Velasco-Quintana, P.J.; Rodríguez-Jiménez, R.M.; Álvarez-Manzano, V.A. Case Study of a Robot-Assisted Speech Therapy for Children with Language Disorders. Sustainability 2021, 13, 2771. [Google Scholar] [CrossRef]
- Haddaway, N.R.; Page, M.J.; Pritchard, C.C.; McGuinness, L.A. PRISMA 2020: An R Package and Shiny App for Producing PRISMA 2020-Compliant Flow Diagrams, with Interactivity for Optimised Digital Transparency and Open Synthesis. Campbell Syst. Rev. 2022, 18, e1230. [Google Scholar] [CrossRef] [PubMed]
- Gough, D.; Oliver, S.; Thomas, J. An Introduction to Systematic Reviews, 2nd ed.; Sage Publications Ltd.: London, UK, 2017. [Google Scholar]
- Kitchenham, B. Guidelines for Performing Systematic Literature Reviews in Software Engineering, Version 2.3. EBSE Technical Report. 2007. Available online: https://www.elsevier.com/__data/promis_misc/525444systematicreviewsguide.pdf (accessed on 15 April 2023).
- Ouzzani, M.; Hammady, H.; Fedorowicz, Z.; Elmagarmid, A. Rayyan—A web and mobile app for systematic reviews. Syst. Rev. 2016, 5, 210. [Google Scholar] [CrossRef]
- Moher, D.; Altman, D.G.; Liberati, A.; Tetzlaff, J. PRISMA Statement. Epidemiology 2011, 22, 128. [Google Scholar] [CrossRef] [PubMed]
- Vazquez-Vilchez, M.; Garrido-Rosales, D.; Pérez-Fernández, B.; Fernández-Oliveras, A. Using a Cooperative Educational Game to Promote Pro-Environmental Engagement in Future Teachers. Educ. Sci. 2021, 11, 691. [Google Scholar] [CrossRef]
- Martín-Hernández, P.; Gil-Lacruz, M.; Tesán-Tesán, A.C.; Pérez-Nebra, A.R.; Azkue-Beteta, J.L.; Rodrigo-Estevan, M.L. The Moderating Role of Teamwork Engagement and Teambuilding on the Effect of Teamwork Competence as a Predictor of Innovation Behaviors among University Students. Int. J. Environ. Res. Public Health 2022, 19, 12047. [Google Scholar] [CrossRef]
- Nóbile, C.I.; del Valle Gauna Domínguez, C.; Aude Berozonce, M.P.; Pérez, J. Metodologías Activas y Gestión del Conocimiento para Promover la Creatividad y la Innovación en el Aula. Innoeduca Int. J. Technol. Educ. Innov. 2021, 7, 61–74. [Google Scholar] [CrossRef]
- Sierra, J.; Rodríguez-Conde, M.J. The Microfinance Game: Experiencing the Dynamics of Financial Inclusion in Developing Contexts. Int. J. Manag. Educ. 2021, 19, 100540. [Google Scholar] [CrossRef]
- Udeozor, C.; Russo Abegao, F.; Glassey, J. An Evaluation of the Relationship Between Perceptions and Performance of Students in Serious Game. J. Educ. Comput. Res. 2022, 60, 322–355. [Google Scholar] [CrossRef]
- Sáiz Manzanares, M.C.; Rodríguez Diez, J.J.; Marticorena Sánchez, R.; Zaparaín Yáñez, M.J.; Cerezo Menéndez, R. Lifelong Learning from Sustainable Education: An Analysis with Eye Tracking and Data Mining Techniques. Sustainability 2020, 12, 1970. [Google Scholar] [CrossRef]
- Lindsay, S.; Hounsell, K.G. Adapting a Robotics Program to Enhance Participation and Interest in STEM among Children with Disabilities: A Pilot Study. Disabil. Rehabil. Assist. Technol. 2016, 12, 694–704. [Google Scholar] [CrossRef] [PubMed]
- Bovermann, K.; Bastiaens, T. How Gamification Can Foster Motivation and Collaboration in Blended Learning: A Mixed Methods Case Study. J. Interact. Learn. Res 2019, 30, 275–300. Available online: https://www.learntechlib.org/primary/p/184766/ (accessed on 22 April 2023).
- Rodrigo Parra, J. Robótica para la Inclusión Educativa: Una Revisión Sistemática. Rev. Interuniv. Investig. Tecnol. Educ. 2021, 11, 150–171. [Google Scholar] [CrossRef]
- Abella-García, V.; Delgado-Benito, V.; Ausín-Villaverde, V.; Hortigüela-Alcalá, D. To Tweet or Not to Tweet: Student Perceptions of the Use of Twitter on an Undergraduate Degree Course. Innov. Educ. Teach. Int. 2018, 56, 402–411. [Google Scholar] [CrossRef]
Inclusion Criteria | Exclusion Criteria |
---|---|
CI1: Related to programs or studies applied in higher education. | CE1: Not related to programs or studies applied in higher education. |
CI2: Includes the terms gamification, video games, game-based learning (GBL), education for sustainability, and/or Sustainable Development Goals in the title, keywords, or abstract. | CE2: Does not include the terms gamification, video games, game-based learning (GBL), education for sustainability, and/or Sustainable Development Goals (SDGs) in the title, keywords, or abstract |
CI3: Is a primary research article. | CE3: Papers, contributions to congresses, doctoral theses, or other research articles of minor importance. |
CI4: Published between 2019 and 2023. | CE4: Published before 2019 (i.e., more than 5 years since publication). |
CI5: Written in English or Spanish. | CE5: Not written in English or Spanish. |
CI6: Published in an impact journal (from Q1 to Q4 in JCR or SJR). | CE6: Not published in an impact journal (from Q1 to Q4 in JCR or SJR). |
CI7: It is possible to access the full publication for university researchers. | CE7: The full publication is not accessible for university researchers. |
CI8: Contextualized in Europe. | CE8: Contextualized worldwide or outside Europe. |
Question Answer: Yes = 1.0, Partially = 0.5 and No = 0.0. |
---|
1. Are the research objectives clearly specified? |
2. Has the study been designed to achieve these objectives? |
3. Are the prediction/measurement techniques or educational programs used clearly described and their selection justified? |
4. Are the data collection methods adequately described? |
5. Have the variables considered in the study been adequately measured? |
6. Has it been published through a peer-review system? |
Total The cutoff score is 3 (minimum score to be accepted). |
Question | Article Nº (Answer: Yes = 1.0, Partially = 0.5 and NO = 0.0.)/Total | ||||||||
---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |
1. Are the research objectives clearly specified? | 0.5 | 1 | 1 | 1 | 1 | 0.5 | 1 | 1 | 0.5 |
2. Did the study design adequately address these objectives? | 0.5 | 1 | 1 | 1 | 1 | 0.5 | 1 | 1 | 1 |
3. Were clear prediction/measurement techniques or educational programs described and justified for their selection? | 0.5 | 1 | 1 | 0.5 | 0.5 | 0.5 | 1 | 1 | 1 |
4 Are the data collection methods adequately described? | 0.5 | 1 | 1 | 1 | 1 | 0.5 | 1 | 1 | 1 |
5. Have the variables considered in the study been adequately measured? | 1 | 1 | 1 | 0.5 | 1 | 1 | 1 | 0.5 | 1 |
6. Is it published through a peer-review system? | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Total article rating/out of 6 | 4 | 6 | 6 | 5 | 5 | 4 | 6 | 5.5 | 5.5 |
N | Article Title | Authors | Year | Country Institution Authors | Resource |
---|---|---|---|---|---|
1 | Using a Cooperative Educational Game to Promote Pro-Environmental Engagement in Future Teachers. [19] | Vazquez-Vilchez, M; Garrido-Rosales, D; Perez-Fernandez, B; Fernandez-Oliveras, A. | 2021 | Spain (University of Granada). | Education Sciences Volume 11, Issue 11. |
2 | The Transforming Generation: Increasing Student Awareness about the Effects of Economic Decisions on Sustainability. [9] | Sierra, J; Suárez-Collado, A. | 2021 | Spain (University of Salamanca). | International Journal of Sutainability in Higher Education Volume 22, Issue 5, pp. 1087–1107. |
3 | The Moderating Role of Teamwork Engagement and Teambuilding on the Effect of Teamwork Competence as a Predictor of Innovation Behaviors among University Students. [20] | Martin-Hernandez, Pilar; Gil-Lacruz, Marta; Cristina Tesan-Tesan, Ana; Raquel Perez-Nebra, Amalia; Luis Azkue-Beteta, Juan; Luz Rodrigo-Estevan, Maria. | 2022 | Spain (University of Zaragoza). | International Journal of Environmental Research and Public Health Volume 19, Issue 19. |
4 | Active Methodologies and Knowledge Management to Promote Creativity and Innovation in the Classroom. [21] | Cecilia Inés Nóbile; Celeste Gauna Domínguez; María Paz Aude Berozonce; Julián Pérez | 2022 | Argentina (National University of La Plata). | Innoeduca: International Journal of Technology and Educational Innovation Volume 7, Issue 1, pp. 61–74. |
5 | The Microfinance Game: Experiencing the Dynamics of Financial Inclusion in Developing Contexts. [22] | Sierra, Javier; Rodriguez-Conde, Maria-Jose. | 2023 | Spain (University of Salamanca). | International Journal of Management Education Volume 19, Issue 3. |
6 | The CHEM Jam—How to Integrate a Game Creation Event in Curriculum-Based Engineering Education. [11] | Fornós, S; Udeozor, C; Glassey, J; Cermak-Sassenrath, D. | 2022 | Dinamarca (University of Copenhague) & United Kingdom (University of Newcastle). | Education for Chemical Engineers Volume 40, Issue 0, pp. 8–16. |
7 | An Evaluation of the Relationship Between Perceptions and Performance of Students in Serious Game. [23] | Chioma Udeozor, Fernando Russo Abegao y Jarka Glassey. | 2022 | United Kingdom (Newcastle University. | Journal of Educational Computing Research Volume 60, Issue 2, pp. 322–351. |
8 | Implementing Sustainability into Virtual Simulation Games in Business Higher Education. [10] | Gawel, Aleksandra; Strykowski, Sergiusz; Madias, Konstantinos. | 2022 | Polnd (University of Economy and Bussiness of Poznan. | Education Sciences Volume 12, Issue 9. |
9 | Lifelong Learning from Sustainable Education: An Analysis with Eye Tracking and Data Mining Techniques. [24] | Sáiz Manzanares, M.C., Rodríguez Díez, J.J., Marticorena Sánchez, R., Zaparaín Yáñez, M.J. & Cerezo Menéndez, R. | 2020 | Spain (University of Burgos & University of Oviedo. | Sustainability Volume 12, Issue 5. |
N | Resource | Topic | JCI (Journal Citation Index) | JIF (Journal Impact Factor) | Quartile (Q) (JCR 2021) |
---|---|---|---|---|---|
1 | Education Sciences | Education and educational research | 1.21 | - | Q1 |
2 | International Journal of Sustainability in Higher Education | Education and educational research. | 1.27 | 4.120 | Q1 |
3 | International Journal of Environmental Research and Public Health | Environmental sciences | 0.93 | 4.614 | Q2 |
4 | Innoeduca: International Journal of Technology and Educational Innovation | Education and educational research | 0.20 | - | Q4 |
5 | International Journal of Management Education | Business | 1.37 | 4.564 | Q3 |
6 | Education for Chemical Engineers | Education, scientific disciplines | 0.95 | 3.200 | Q2 |
7 | Journal of Educational Computing Research | Education and educational research | 2.20 | 4.345 | Q1 |
8 | Education Sciences | Education and educational research | 1.21 | - | Q1 |
9 | Sustainability | Environmental sciences | 0.65 | 3.889 | Q2 |
N | Authors and Year of Publication | Method Used in the Study (RQ1) | Educational Practice Used (RQ2) |
---|---|---|---|
1 | Vazquez-Vilchez, M; Garrido-Rosales, D; Perez-Fernandez, B; Fernandez-Oliveras, A. (2021) [19] | Mixed. | Game-based learning. Cooperative games (board games). Game-based learning and engagement for sustainability. |
2 | Sierra, J; Suárez-Collado, A. (2021) [9] | Mixed. | Video games. Game-based learning. |
3 | Martin-Hernandez, Pilar; Gil-Lacruz, Marta; Cristina Tesan-Tesan, Ana; Raquel Perez-Nebra, Amalia; Luis Azkue-Beteta, Juan; Luz Rodrigo-Estevan, Maria. (2022) [20] | Quantitative | Game-based learning. |
4 | Cecilia Inés Nóbile; Celeste Gauna Domínguez; María Paz Aude Berozonce; Julián Pérez. (2021) [21] | Quantitative | Problem-based learning (PBL), Learning based on A + A (learning + action). Gamification. |
5 | Sierra, Javier; Rodriguez-Conde, Maria-Jose. (2023) [22] | Quantitative | Active learning. Game-based learning through online simulation and real-life case scenarios. |
6 | Fornós, S; Udeozor, C; Glassey, J; Cermak-Sassenrath, D. (2022) [11] | Mixed | Game-based learning. Video games. Game editor for learning (GEL), which is a customized editor through which users can create, test, and play 2D platform game levels. |
7 | Chioma Udeozor, Fernando Russo Abegao y Jarka Glassey. (2022) [23] | Quantitative | Serious games and digital game-based learning. |
8 | Gawel, Aleksandra; Strykowski, Sergiusz; Madias, Konstantinos. (2022) [10] | Mixed | Game-based learning and virtual simulation games (serious games). |
9 | Sáiz Manzanares, M.C., Rodríguez Díez, J.J., Marticorena Sánchez, R., Zaparaín Yáñez, M.J. & Cerezo Menéndez, R. (2020) [24] | Quantitative | Game-based learning and serious games. |
Sustainable Development Goals (SDGs) | Article | ||||||||
---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |
SDG 1. End of poverty | x | ||||||||
SDG 2. Zero hunger | x | ||||||||
SDG 3. Health and wellbeing | x | x | |||||||
SDG 4. Quality education | x | x | x | ||||||
SDG 5. Gender equality | x | x | |||||||
SDG 6. Clean water and sanitation | x | ||||||||
SDG 7. Affordable and clean energy | x | x | x | ||||||
SDG 8. Decent work and economic growth | x | x | x | ||||||
SDG 9. Industry, innovation, and infrastructure | x | x | |||||||
SDG 10. Reduced inequalities | x | x | x | ||||||
SDG 11. Sustainable cities and communities | x | ||||||||
SDG 12. Responsible consumption and production | x | ||||||||
SDG 13. Climate action | x | x | x | ||||||
SDG 14. Life below water | |||||||||
SDG 15. Life on land | x | x | x | ||||||
SDG 16. Peace, justice, and strong institutions | |||||||||
SDG 17. Partnerships for the goals | x |
N | Authors and Year of Publication | SDG (RQ3) | Benefits for Learning (RQ4) |
---|---|---|---|
1 | Vazquez-Vilchez, M; Garrido-Rosales, D; Perez-Fernandez, B; Fernandez-Oliveras, A. (2021) [19] | SDG 13—climate action (related to climate change). Explicitly addresses the need to act to combat climate change, while implicitly working towards SDG 15—life on land, which focuses on protecting and restoring terrestrial ecosystems. Climate change is a set of environmental changes caused by human activities, particularly changes in the functioning of systems, and addressing this issue is crucial for the preservation of ecosystems and the life that they support. | The proposed cooperative game fostered a sense of personal responsibility for the environment in the users. It also developed the cognitive, emotional, and behavioral commitment of the players. They developed key competencies as well as skills related to environmental issues (the students commented that they learned very important things about the Earth and became aware of the danger that our actions pose to our planet through the game, in a fun way). Most of the students (66%) felt that their thinking was stimulated during the game, and they were cognitively engaged with the game-based learning. The participants recognized that the game helped them understand the importance of protecting the ecosystems of our planet to save species. They developed a strong emotional, cognitive, and behavioral commitment, where a balance between positive and negative feelings promoted a sense of empowerment. The cognitive engagement that was generated heightened the students’ awareness of human activity as an important driver of global change (GC). Behavioral commitment was encouraged, as cooperation—a feature of the board game—was recognized as key to mitigating GC, leading to changes in the behavior of the participants. |
2 | Sierra, J; Suárez-Collado, A. (2021) [8,9] | Focuses on several SDGs related to economic sectors: SDG 3—good health and wellbeing; SDG 4—quality education, SDG 6—clean water and sanitation; and SDG 11—sustainable cities and communities. Employment linked to SDG 5—gender equality is closely linked to SDG 8—decent work and economic growth.
| Games and simulations are effective educational tools for developing key learning outcomes and increasing student awareness of the potential consequences of economic decisions on society and the environment at three different economic levels: local, national, and international. The implementation of this teaching and learning method demonstrated not only that active learning can increase students’ awareness of the potential social and environmental consequences of economic decisions, but also that students perceive games and simulations as useful teaching and learning tools (i.e., learning not only invites the transformation of original ideas into successful projects, but also aligns financial outcomes with social and environmental objectives). The methodology presented in this research allows for improved learning from a multidisciplinary perspective, helping students to analyze different economic sectors and their connections to a range of SDGs through the lens of public economics. |
3 | Martin-Hernandez, Pilar; Gil-Lacruz, Marta; Cristina Tesan-Tesan, Ana; Raquel Perez-Nebra, Amalia; Luis Azkue-Beteta, Juan; Luz Rodrigo-Estevan, Maria. (2022) [20] | SDG 8—decent work and economic growth. | Contribution to innovation, as well as the development of other key competencies, including teamwork. The integration of active teaching and learning methodologies, such as GBL, facilitates the promotion of innovation and the development of healthy teamwork skills among university students, thereby enabling the achievement of the SDG. The competency of teamwork (TWC) has been found to strongly and positively predict innovative work behaviors (IWBs) of individuals, according to previous studies primarily conducted among workers in various work environments, including educational ones. The development of proficient teamwork skills among university students promotes the sharing and combination of knowledge and ideas, leading to greater innovation. Educating university students in teamwork competencies and cultivating a commitment to teamwork enhances their capacity for innovation. It is possible to establish more precise curriculum guidelines for training innovative individuals capable of working in teams, thereby contributing to the sustainability of innovation. |
4 | Nóbile, Cecilia Inés; Celeste Gauna Domínguez, C; Aude Berozonce, M.P., Pérez. J. (2021) [21] | This refers to resolving issues related to the Sustainable Development Goals (SDGs) in general. | Stimulation of creativity and innovation. Knowledge management contributes to innovation and problem-solving. Some of the key mechanisms for socialization are sharing experiences and collaborating. Activities carried out in the classroom can contribute to knowledge construction. Teaching practices allow for feedback from students and the creation of improvement proposals. |
5 | Sierra, J; Rodriguez-Conde, M.J. (2023) [22] | Aims to explicitly demonstrate how microfinance could be used to promote financial and social inclusion in relation to several SDGs, such as quality education (SDG 4), gender equality (SDG 5), affordable and clean energy (SDG 7), decent work and economic growth (SDG 8), industry, innovation, and infrastructure (SDG 9), reduced inequalities (SDG 10), life on land (SDG 15), and partnerships for the goals (SDG 17). The simulation, on the other hand, addresses nine SDGs, five of which are addressed by all participants (SDGs 1, 2, 8, 10, and 17), and four of which are addressed by different customer profiles (SDGs 3, 5, 9, and 15). | Assisting students in better understanding the dynamics and complexities of the microfinance sector. |
6 | Fornós, S; Udeozor, C; Glassey, J; Cermak-Sassenrath, D. (2022) [11] | Sustainability (SDG 15) and energy (SDG 7) goals are implicitly addressed in the work. | Game-creation activities should be integrated into STEM-based education curricula to enhance the ways in which students learn in higher education. Student-centered activities, such as game-creation events, can facilitate an environment in which students experiment and explore to solve a problem (i.e., game creation with an engineering process design course). |
7 | Udeozor, C., Russo Abegao, F. y Glassey, J. (2022) [23] | All SDGs in general. | Facilitates extrinsic motivation for approaching the proposed learning discipline. |
8 | Gawel, A., Strykowski, S. Madias, K. (2022) [10] | SDG 13—climate action. | Raising awareness among students that managing a company requires coordination of decisions from various areas within it. |
9 | Sáiz Manzanares, M.C., Rodríguez Díez, J.J., Marticorena Sánchez, R., Zaparaín Yáñez, M.J. & Cerezo Menéndez, R. (2020) [24] | SDG 4—quality education and SDG 10—reduced inequalities. | Facilitates the detection of at-risk students and individual learning needs. Educational data mining for studying supervised (prediction) and unsupervised (clustering) learning facilitates the detection of individual and group learning patterns. |
N | Authors and Date of Publication | Impact of Gamification, Videogames, and/or Game-Based Learning on SDG 4 |
---|---|---|
1 | Vazquez-Vilchez, M; Garrido-Rosales, D; Perez-Fernandez, B; Fernandez-Oliveras, A. (2021) [9] | The participation of future primary school teachers in sustainable communities improved. This approach could be useful for others considering opportunities for cooperative game-based learning and teaching. Game-based learning can be used as a tool to improve knowledge about global change and promote pro-environmental engagement while reinforcing the capacity for education for sustainability (EfS) in future primary school teachers. |
2 | Sierra, J; Suárez-Collado, A. (2021) [9] | This has social and environmental effects on economic decisions. These active learning methodologies help to improve learning from a multidisciplinary perspective, allowing for the analysis of different economic sectors and their connection to a range of SDGs through the lens of public economics. |
3 | Martin-Hernandez, P., Gil-Lacruz, M., Tesan-Tesan, A.C, Perez-Nebra, A.R., Azkue-Beteta, J.L., Rodrigo-Estevan, M.L. (2022) [20] | Development of regions and nations, as well as competitiveness and organizational success. Higher education (HE) is expected to prepare innovative and competent individuals for teamwork. |
4 | Nóbile, C.I., Gauna Domínguez, C., Aude Berozonce, M.P. y Pérez, J. (2021) [21] | Promotes equality among learners. Creative classes promote student learning, allowing them to progress and grow in innovation for their current or future job market. |
5 | Sierra, J; Rodriguez-Conde, M.J. (2023) [22] | Helping students to better understand complex and multidimensional concepts such as poverty, inequality, and financial and social inclusion in a developing context. |
6 | Fornós, S; Udeozor, C; Glassey, J; Cermak-Sassenrath, D. (2022) [11] | Addressing future sustainability and energy issues. |
7 | Udeozor, C., Russo Abegao, F. y Glassey, J. (2022) [23] | Helps to integrate students. Students’ perceptions of game-based learning (GBL) have a significant impact on performance and educational effectiveness |
8 | Gawel, A., Strykowski, S. Madias, K. (2022) [10] | The anthropogenic nature of changes in climate and the natural environment requires a shift in the ways in which society thinks and acts, especially in the business context, which calls for the implementation of sustainability in business higher education. |
9 | Sáiz Manzanares, M.C., Rodríguez Díez, J.J., Marticorena Sánchez, R., Zaparaín Yáñez, M.J. & Cerezo Menéndez, R. (2020) [24] | Detecting learning needs leads to better distribution of learning resources. This detection is essential in the field of sustainable education, as the adjustment and accuracy of educational resources leads to a better distribution of resources and the achievement of effective learning, resulting from increased motivation and autonomy of students, all of which leads to more continuous and sustainable personalized learning. |
N | Authors and Date of Publication | Evaluation Methods (RQ6) |
---|---|---|
1 | Vazquez-Vilchez, M; Garrido-Rosales, D; Perez-Fernandez, B; Fernandez-Oliveras, A. (2021) [19] | Questionnaires. |
2 | Sierra, J; Suárez-Collado, A. (2021) [9] | Two surveys were conducted before and after the three simulations, comparing the students’ responses to measure the extent to which their perceptions changed because of the educational experiment. |
3 | Martin-Hernandez, P., Gil-Lacruz, M., Tesan-Tesan, A.C, Perez-Nebra, A.R., Azkue-Beteta, J.L., Rodrigo-Estevan, M.L. (2022) [20] | Questionnaires (self-assessed by the students themselves). |
4 | Nóbile, C.I., Gauna Domínguez, C., Aude Berozonce, M.P. y Pérez, J. (2021) [21] | Likert scale questionnaires were conducted, consisting of 13 items. |
5 | Sierra, J; Rodriguez-Conde, M.J. (2023) [22] | Questionnaires were administered at the beginning and end of the program, consisting of semi-open opinion questions, as well as a 7-item Likert scale questionnaire to measure the level of agreement among the students. |
6 | Fornós, S; Udeozor, C; Glassey, J; Cermak-Sassenrath, D. (2022) [11] | Through the teacher’s objective understanding and through oral tests, student-centered activities can be integrated into curriculum-based education if the evaluation of the activity is aligned with the learning objectives. Measuring understanding through the perspective of the worlds created during the experience, i.e., the game levels. |
7 | Udeozor, C., Russo Abegao, F. y Glassey, J. (2022) [23] | Method 1: control group and experimental group through an online questionnaire consisting of 31 items (evaluation of experiences and perceptions). Method 2: at a practical level, 3 weeks of gameplay are allowed to complete 25 levels, collecting information through another 31-item questionnaire (identical to that of Method 1). |
8 | Gawel, A., Strykowski, S. Madias, K. (2022) [10] | Results from simulation gameplay and through analysis of information in discussions (throughout the semester and at the end with an evaluative presentation). |
9 | Sáiz Manzanares, M.C., Rodríguez Díez, J.J., Marticorena Sánchez, R., Zaparaín Yáñez, M.J. & Cerezo Menéndez, R. (2020) [24] | Questionnaires for sociodemographic variables. Physical trait calibration test for the eye-tracking session/evaluation of the session by two experts: a psychologist expert in the field and a computer engineer, both with experience in the functioning of eye tracking. |
N | Authors and Year of Publication | Limitations of the Study (RQ7) | Research Gaps (RQ8) |
---|---|---|---|
1 | Vazquez-Vilchez, M; Garrido-Rosales, D; Perez-Fernandez, B; Fernandez-Oliveras, A. (2021) [19] | The study was a small-scale one conducted over a short period of time (a long-term experiment to collect follow-up data and assess the impact of behavioral changes and exposure to board games on learning would be useful). | There is no section that clearly specifies the objectives of the study. |
2 | Sierra, J; Suárez-Collado, A. (2021) [9] | It is difficult to “isolate” the complexity of the three simulations to establish their potential effects on the results. The computer game SimCity may require less mental effort, as players can better manage the duration of the simulation and do not have to address all possible scenarios of the game. On the other hand, the two board games may be more demanding, as they require students to be aware of their classmates’ strategies and involve some mathematical calculations. | The real world is much more complex than what can be recreated in a classroom activity using games and simulations. |
3 | Martin-Hernandez, P., Gil-Lacruz, M., Tesan-Tesan, A.C, Perez-Nebra, A.R., Azkue-Beteta, J.L., Rodrigo-Estevan, M.L. (2022) [20] | Cross-sectional study: the results obtained do not allow causal relationships to be established. A single source of data was used, with only one data collection method: a self-evaluation survey. Non-longitudinal perspective. | The research could use more sources and methods for data collection (observation, peer ratings, etc.). |
4 | Nóbile, C.I., Gauna Domínguez, C., Aude Berozonce, M.P. y Pérez, J. (2021) [21] | The information was collected at a single point in time and compared with other subjects that did not follow the same teaching practice. The authors do not explain why they discarded certain questionnaires, or the software used for analyzing the collected results. | There are certain difficulties in replicating the study because it does not explain the teaching and learning methods followed in detail. |
5 | Sierra, J; Rodriguez-Conde, M.J. (2023) [22] | The sample size is relatively small. The study provides useful qualitative and quantitative information, but it is limited in terms of the effectiveness of the methodology. The simulation was implemented in a relatively short session of about two and a half hours, due to the students’ tight schedule at the end of the semester. It is possible that it only gave an initial idea of how the microfinance sector works. | The organization and structure of the article could be improved for better connections between some of its sections. There were restrictions on interaction due to the COVID-19 pandemic. |
6 | Fornós, S; Udeozor, C; Glassey, J; Cermak-Sassenrath, D. (2022) [11] | The information was collected at a single timepoint and from a relatively small sample (49 students). The activity (CHEM Jam) was included with little advance notice. There were common errors in the application that affected the playability of the video game editor. | The event could not be held again because the subsequent application, in 2022, had availability issues. |
7 | Udeozor, C., Russo Abegao, F. y Glassey, J. (2022) [23] | Difficulty in generalizing to other grades due to the specificity of the game used. | Self-reported perceptions that may not reflect the actual viewpoints of the students. |
8 | Gawel, A., Strykowski, S. Madias, K. (2022) [10] | The students’ results were limited with respect to their prior knowledge. Further research requires deeper qualitative and quantitative analysis to understand sustainability aspects in businesses using simulators. The perspective was from only one university. | Limited methodology regarding the stated objectives. |
9 | Sáiz Manzanares, M.C., Rodríguez Díez, J.J., Marticorena Sánchez, R., Zaparaín Yáñez, M.J. & Cerezo Menéndez, R. (2020) [24] | There may be hidden variables that could influence the results. Small sample: working with this methodology is laborious and involves a microanalysis structure, which complicates the use of large samples. | More studies are needed to analyze this methodology and these results in different learning environments. Discrimination techniques are needed to lead to greater accuracy in the behavioral studies explored in this study. |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Pineda-Martínez, M.; Llanos-Ruiz, D.; Puente-Torre, P.; García-Delgado, M.Á. Impact of Video Games, Gamification, and Game-Based Learning on Sustainability Education in Higher Education. Sustainability 2023, 15, 13032. https://doi.org/10.3390/su151713032
Pineda-Martínez M, Llanos-Ruiz D, Puente-Torre P, García-Delgado MÁ. Impact of Video Games, Gamification, and Game-Based Learning on Sustainability Education in Higher Education. Sustainability. 2023; 15(17):13032. https://doi.org/10.3390/su151713032
Chicago/Turabian StylePineda-Martínez, María, David Llanos-Ruiz, Paula Puente-Torre, and Miguel Ángel García-Delgado. 2023. "Impact of Video Games, Gamification, and Game-Based Learning on Sustainability Education in Higher Education" Sustainability 15, no. 17: 13032. https://doi.org/10.3390/su151713032
APA StylePineda-Martínez, M., Llanos-Ruiz, D., Puente-Torre, P., & García-Delgado, M. Á. (2023). Impact of Video Games, Gamification, and Game-Based Learning on Sustainability Education in Higher Education. Sustainability, 15(17), 13032. https://doi.org/10.3390/su151713032