Preprint Review Version 1 Preserved in Portico This version is not peer-reviewed

Impact of Video Games, Gamification and Game-Based Learning on Sustainability Education in Higher Education

Version 1 : Received: 9 May 2023 / Approved: 10 May 2023 / Online: 10 May 2023 (08:54:10 CEST)

A peer-reviewed article of this Preprint also exists.

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. 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.

Abstract

Nowadays, the European Union and the governments of the different countries have focused on the development of the Sustainable Development Goals (SDG) 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 the classrooms. This research aims to analyze the characteristics to promote sustainability in education using games and technology, specifically its learning benefits for Higher Education. A systematic review of the literature was conducted following the PRISMA methodology. At first, 2025 documents were found which, after the filtering phases, the number of articles has been reduced to nine, which subsequently were analyzed in depth. The results indicated that among the benefits of the use of games mediated by technologies are 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, showed an increase of the number of publications between 2019 and 2023, reflecting the growing interest in the topic. However, there are some research gap in this field.

Keywords

Video Games; Gamification; Game Based Learning; Sustainable Development; Sustainability; Higher Education; Undergraduate Students; College Students

Subject

Social Sciences, Education

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