RT info:eu-repo/semantics/article T1 Impact of Video Games, Gamification, and Game-Based Learning on Sustainability Education in Higher Education A1 Pineda Martínez, María A1 Llanos Ruiz, David A1 Puente Torre, Paula A1 García Delgado, Miguel Ángel K1 Video games K1 Gamification K1 Game-based learning K1 Sustainable development K1 Sustainability K1 Higher education K1 Undergraduate students K1 College students K1 Gamificación K1 Gamification K1 Tecnología educativa K1 Educational technology AB 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 PB MDPI YR 2023 FD 2023-09 LK https://hdl.handle.net/10259/11843 UL https://hdl.handle.net/10259/11843 LA eng DS Repositorio Institucional de la Universidad de Burgos RD 18-jun-2026