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 language | English |
|---|---|
| Pages (from-to) | 1-9 |
| Number of pages | 9 |
| Journal | Journal of Agricultural, Earth and Environmental Sciences |
| Volume | 4 |
| Issue number | 2 |
| DOIs | |
| Publication status | Published - 19 Mar 2025 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 8 Decent Work and Economic Growth
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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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