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Review

Gamification in E-Learning and Sustainability: A Theoretical Framework

by
Renata Pereira Oliveira
*,
Cristina Gomes de Souza
,
Augusto da Cunha Reis
and
Wallice Medeiros de Souza
Production Engineering Departament, Federal Center for Technological Education Celso Suckow da Fonseca, Rio de Janeiro 20271-110, Brazil
*
Author to whom correspondence should be addressed.
Sustainability 2021, 13(21), 11945; https://doi.org/10.3390/su132111945
Submission received: 27 September 2021 / Revised: 22 October 2021 / Accepted: 23 October 2021 / Published: 28 October 2021
(This article belongs to the Section Sustainable Education and Approaches)

Abstract

Progress in communication technologies and social isolation caused by the COVID-19 pandemic have supported the acceptance of e-learning. In the e-learning context, gamification has been identified as one of the most promising trends. Many researchers believe in the game elements’ capacity to drive learning, skills acquisition, and changes for more sustainable behavior. However, the literature on the subject is dispersed, addressing behavioral attitudes and elements in an isolated and fragmented way. This study aims to present a framework relating game elements to behavioral attitudes to promote sustainability and ensure quality of learning. The methodology is based on a systematic literature review using the PRISMA protocol, covering the content analysis of 130 articles indexed in the Web of Science database. For the framework construction, the following were identified: behavioral attitudes stimulated by gamification; main game elements and how they relate to each other. Based on this, a framework called 7GOALS (Gamification-Oriented Active Learning Steps) associated with the PDCA (Plan, Do, Check, Act) was established. The proposed structure is multidisciplinary and can be used in any knowledge field that uses gamification. With this, themes such as sustainability can be widely disseminated and leverage changes towards more sustainable behaviors that adhere to the real world.
Keywords: games; systematic literature review; e-learning; education technology games; systematic literature review; e-learning; education technology

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MDPI and ACS Style

Oliveira, R.P.; Souza, C.G.d.; Reis, A.d.C.; Souza, W.M.d. Gamification in E-Learning and Sustainability: A Theoretical Framework. Sustainability 2021, 13, 11945. https://doi.org/10.3390/su132111945

AMA Style

Oliveira RP, Souza CGd, Reis AdC, Souza WMd. Gamification in E-Learning and Sustainability: A Theoretical Framework. Sustainability. 2021; 13(21):11945. https://doi.org/10.3390/su132111945

Chicago/Turabian Style

Oliveira, Renata Pereira, Cristina Gomes de Souza, Augusto da Cunha Reis, and Wallice Medeiros de Souza. 2021. "Gamification in E-Learning and Sustainability: A Theoretical Framework" Sustainability 13, no. 21: 11945. https://doi.org/10.3390/su132111945

APA Style

Oliveira, R. P., Souza, C. G. d., Reis, A. d. C., & Souza, W. M. d. (2021). Gamification in E-Learning and Sustainability: A Theoretical Framework. Sustainability, 13(21), 11945. https://doi.org/10.3390/su132111945

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