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    Por favor, use este identificador para citar o enlazar este ítem: https://hdl.handle.net/10259/11843

    Título
    Impact of Video Games, Gamification, and Game-Based Learning on Sustainability Education in Higher Education
    Autor
    Pineda Martínez, MaríaAutoridad UBU
    Llanos Ruiz, David
    Puente Torre, PaulaAutoridad UBU Orcid
    García Delgado, Miguel Ángel
    Publicado en
    Sustainability. 2023, V.15, n. 17, art. 13032
    Editorial
    MDPI
    Fecha de publicación
    2023-09
    DOI
    10.3390/su151713032
    Résumé
    Today, the European Union and the governments of its constituent countries are focused on the development of the Sustainable Development Goals (SDGs) and the 2030 agenda—something that has been translated into education itself. Video games, gamification, and game-based learning have become different strategies and tools to enhance the learning process and some of the growing approaches used by teachers to develop sustainable education in classrooms. This research aims to analyze the characteristics to promote sustainability in education using games and technology, specifically in terms of learning benefits for higher education. A systematic review of the literature was conducted following the PRISMA methodology. At first, 2025 documents were found; after the filtering phases, the number of articles was reduced to 9, which were subsequently analyzed in depth. The results indicated that the benefits of the use of games mediated by technologies include the following: it favors education for sustainability, and it promotes the educational inclusion and the work of various social skills, such as collaborative and cooperative work. Also, there was an increase in the number of publications between 2019 and 2023, reflecting the growing interest in the topic. However, there are some research gaps in this field
    Palabras clave
    Video games
    Gamification
    Game-based learning
    Sustainable development
    Sustainability
    Higher education
    Undergraduate students
    College students
    Materia
    Gamificación
    Gamification
    Tecnología educativa
    Educational technology
    URI
    https://hdl.handle.net/10259/11843
    Versión del editor
    https://doi.org/10.3390/su151713032
    Aparece en las colecciones
    • Artículos EDINTEC
    Atribución 4.0 Internacional
    Documento(s) sujeto(s) a una licencia Creative Commons Atribución 4.0 Internacional
    Fichier(s) constituant ce document
    Nombre:
    Pineda-SUST_2023.pdf
    Tamaño:
    688.3Ko
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