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
Publicado en
Sustainability. 2023, V.15, n. 17, art. 13032
Editorial
MDPI
Fecha de publicación
2023-09
DOI
10.3390/su151713032
Abstract
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
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