Sustainability Study Process Gamification: Review of Best Practices, Challenges and Benefits in a Digital Era

  • Māris Purviņš
  • , Dzintra Atstāja (Corresponding Author)
  • , Natālija Cudečka-Puriņa

Research output: Contribution to journalArticlepeer-review

Abstract

The idea of making learning enjoyable using games, GBL, encourages students to think out of the box, work with others and oversee individual learning. This paper investigates GBL by explaining its theoretical framework and explaining the advantages while putting into perspective the practice issues such as lack of sufficient resources and hostility towards change. This segment provides evidence of two educational games that were adapted digitally. The Circular Economy game which is an offshoot of the Quadruple Helix Concept project allows students to use games and artificial intelligence to test business sustainability ideas. The Fiftyville Investigation on the other hand exposes the students to a world of mysteries and helps them perform better in research as well as analysis and teamwork within a virtual space. These games are effective in stimulating GBL, the bridging of concepts and the application of knowledge, as well as the development of strong and deep learning which caters to students’ diverse needs. And although there are obstacles, their use exemplifies the great potential of new strategies in promoting vibrant and comprehensive learning environments and training students to deal with complex problems of the world.
Original languageEnglish
Pages (from-to)1-9
Number of pages9
JournalJournal of Agricultural, Earth and Environmental Sciences
Volume4
Issue number2
DOIs
Publication statusPublished - 19 Mar 2025

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 8 - Decent Work and Economic Growth
    SDG 8 Decent Work and Economic Growth
  2. SDG 12 - Responsible Consumption and Production
    SDG 12 Responsible Consumption and Production

Keywords*

  • Sustainability
  • Gamification
  • Educational Process
  • Business Practices
  • Environment

Field of Science*

  • 1.2 Computer and information sciences
  • 5.3 Educational sciences

Publication Type*

  • 1.3. Anonymously reviewed scientific article published in a journal with an international editorial board and is available in another indexed database

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