Submitted:
09 May 2023
Posted:
10 May 2023
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Abstract
Keywords:
1. Introduction
2. Materials and Methods
3. Results
4. Discussion
- Helps in understanding the content: One aspect that is worth noting in the use of game-based and technology-mediated methodology is the promotion of understanding of subjects. Several studies show how the use of technology-mediated games in the context of higher education has the main benefit of helping students better understand the content of the subjects [16].
- On the other hand, others argue that it also helps to develop extrinsic motivation towards the discipline [15].
- Promoting inclusive education: another study [20] showed that among the benefits of using game-based methodology along with technology is the facilitation of identifying at-risk students and their individual learning needs. However, it is important to note that this research is focused on areas other than inclusion, so there may be disparity in results among the studies consulted.
- Development of social skills: with regard to the impact of game-based learning, this educational approach has great usefulness in the development of key competencies, such as teamwork, and in other areas such as creativity and innovation [14].
- It was also found that it improves the interaction between the academic and work world [22]. Others affirm that its use fostered cognitive, emotional, and behavioral engagement of the players [12]. In this sense, they also highlight the importance of student engagement in providing positive experiences, as well as spaces for participating in informal conversations that also help develop digital literacy skills [25].
5. Conclusions
Supplementary Materials
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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| MQ1: What are the most prominent authors in this field? MQ2: What has been the evolution of scientific production over the years? MQ3: In which countries has research on sustainable education related to gamification, video games, or game-based learning been predominantly published? MQ4: What are the most frequently used channels for publishing research in the field of sustainable education related to gamification, video games, or game-based learning? MQ5: What are the most commonly used research methods in this field? |
| RQ1: What research methods are most commonly used in works? RQ2: What types of practices are most commonly used depending on the educational stage? RQ3: What SDGs are most developed using these approaches? RQ4: What benefits do they have in learning? RQ5: What impact do these practices have on SDGs 4: Ensure inclusive and equitable quality education? RQ6: What evaluation methods are used to assess the impact of these practices? RQ7: What limitations do current studies in this field have? RQ8: What research gaps exist? |
| (sustainability education or sustainable development goals) AND (gamification OR video games OR game based learning) (sustainability education or sustainable development goals) AND (gamification OR video games OR game based learning) AND (higher education OR college OR undergrad OR graduate OR postgrad) (sustainability education or sustainable development goals) AND (gamification OR video games OR game based learning) AND (K-12 OR kindergarten OR primary school OR elementary education OR middle school OR high school) (sustainability education OR sustainable development goals) AND (gamification OR video games OR game based learning) AND (higher education OR college OR undergrad OR graduate OR postgrad) AND (K-12 OR kindergarten OR primary school OR elementary education OR middle school OR high school) |
| Inclusion Criteria | Exclusion Criteria |
|---|---|
| CI1: Related to programs or studies applied in higher education. | CE1: Not related to programs or studies applied in higher education. |
| CI2: Includes the terms gamification, video games, game-based learning (GBL), education for sustainability and/or Sustainable Development Goals in the title, keywords or abstract. | CE2: No includes the terms gamification, video games, game-based learning (GBL), education for sustainability and/or Sustainable Development Goals (SDGs) in the title, keywords or abstract |
| CI3: It is a primary research article. | CE3: Contextualized in Europe |
| CI4: It has been published between 2019 and 2023. | CE4: It is not published between 2019 and 2023. |
| CI5: Written in English or Spanish. | CE5: It is not written in English or Spanish. |
| CI6: Published in an impact journal. | CE6: It is not published in a high-impact journal |
| CI7: It is possible to access the full publication. | CE7: "The full publication is not accessible |
| CI8: Contextualized in Europe. | CE8: It is not contextualized in Europe. |
| Question | Answer: Yes = 1.0, Partially = 0.5 and No = 0.0. |
|---|---|
| 1. Are the research objectives clearly specified? | |
| 2. Has the study been designed to achieve these objectives? | |
| 3. Are the prediction/measurement techniques or educational program used clearly described and their selection justified? | |
| 4. Are the data collection methods adequately described? | |
| 5. Have the variables considered in the study been adequately measured? | |
| 6. Has it been published through a peer-review system? | |
| TOTAL The cutoff score is 3 (minimum score to be accepted). |




















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