Paper Status Tracking
Contact us
[email protected]
Click here to send a message to me 3275638434
Paper Publishing WeChat

Article
Affiliation(s)

EDISINET S.A., Thessaloniki; Athens University of Economics and Business, Athens, Greece; University of Piraeus, Piraeus, Greece

ABSTRACT

Gamified education has set the ground for the delineation of state-of-the-art literacy skills, enabling learners to develop their digital, cognitive, emotional and social competencies, through active experimentation, motivation and engagement, all while ensuring that pedagogical objectives are being effectuated, therefore capacitating the optimization of the learning process, as a whole. In this paper, we commence by assessing some of the most fundamental frameworks, models and theories evolved around the concept of gamification. We, additionally, showcase schemes through which it stimulates the actualization of active, multidimensional learning, by promoting the application of technological advancements, for the enhancement of learners’ hard and soft skills, within time and cost effective frameworks. Ultimately, we, thoroughly, present a newly introduced, cross-platform, innovative educational learning system product, funded by the Hellenic Republic Ministry of Development and Investments, howlearn. Using gamification techniques, in 3D virtual environments, for the realization of STEAM related experiments which cover the vast majority of learners’ subject material, while, simultaneously functioning as an authoring tool, whilst essentially accounting for accessibility, geographical and other socio-economic considerations, howlearn advocates youth-centered learning, providing the foundations towards the establishment of gamified, socially sustainable, multifaceted, inclusive educational learning systems.

KEYWORDS

gamified education, learner-centered, inclusion, social sustainability, innovation

Cite this paper

Nymfodora-Maria Raftopoulou, Petros L. Pallis. Formulating Innovative Societal Educational Learning Systems Using Gamification Techniques in 3D Environments. Sociology Study, Jan.-Feb. 2023, Vol. 13, No. 1, 25-37

References

Anderson, K. (2019). Game-based learning is changing how we teach. Here’s why. Retrieved from https://www.edsurge.com/news/2019-02-04-game-basedlearning-is-changing-how-we-teach-here-s-why

Basham, J. D., Hall, T. E., Carter Jr., R. A., & Stahl, W. M. (2016). An operationalized understanding of personalized learning. Journal of Special Education Technology, 31(3), 126-136.

Caballero-Gonzalez, Y.-A., Muñoz-Repiso, A. G.-V., & García-Holgado, A. (2019). Learning computational thinking and social skills development in young children through problem solving with educational robotics. In TEEM’19: Proceedings of the Seventh International Conference on Technological Ecosystems for Enhancing Multiculturality (pp. 19-23).

EdSurge. (2023). Game-based learning: Preparing students for the future. Retrieved from https://www.edsurge.com/research/guides/game-based-learning-preparing-students-for-the-future

Farber, R. S. (2013). Distance education and teaching online: My journey from mystery to mastery. Occupational Therapy in Health Care, 27(3), 272-279.

Gatti, L., Ulrich, M., & Seele, P. (2019). Education for sustainable development through business simulation games: An exploratory study of sustainability gamification and its effects on students’ learning outcomes. Journal of Cleaner Production, 207(3), 667-678.

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?—A literature review of empirical studies on gamification. Proceedings from 47th Hawaii International Conference on System Sciences. January 6-9, Waikoloa, HI, USA.

Hamzah, W. M. A. F. W., Ali, N. H., Saman, M. Y. M., Yusoff, M. H., & Yacob, A. (2014). Enhancement of the ARCS model for gamification of learning. Proceedings from 3rd International Conference on User Science and Engineering (i-USEr). September 2-5, Shah Alam, Malaysia.

Kapp, K. M. (2016). Choose your level: Using games and gamification to create personalized instruction. In M. Murphy, S. Redding, and J. S. Twyman (Eds.), Handbook on personalized learning for states, districts, and schools (pp. 131-143). Philadelphia, PA: Center on Innovations in Learning, Temple University.

Keller, J. (2000). How to integrate learner motivation planning into lesson planning: The ARCS model approach. Proceedings from VII Semanario. February 2000, Santiago, Cuba.

Kingsley, T. L., & Grabner-Hagen, M. M. (2015). Gamification: Questing to integrate content knowledge, literacy, and 21st-century learning. Journal of Adolescent & Adult Literacy, 59(1), 51-61.

Lee, J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 1-5.

MAPLE Consortium. (2023). The elements of personalized learning. Retrieved from https://learnlaunch.org/personalizedlearning/

Noonoo, S. (2019). Playing games can build 21st-century skills. Research explains how. Retrieved from https://www.edsurge.com/news/2019-02-12-playinggames-can-build-21st-century-skills-research-explains-how

Park, S., & Kim, S. (2021). Is sustainable online learning possible with gamification?—The effect of gamified online learning on student learning. Sustainability, 13(8), 4267.

Simões, J., Redondo, R. D., & Vilas, A. F. (2013). A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29(2), 345-353.

Spanellis, A., & Harviainen, J. T. (Eds.). (2021). Transforming society and organizations through gamification. From the sustainable development goals to inclusive workplaces. Palgrave Macmillan Cham.

United Nations Development Programme. (2023). What are the sustainable development goals? Retrieved from https://www.undp.org/sustainable-development-goals

About | Terms & Conditions | Issue | Privacy | Contact us
Copyright © 2001 - David Publishing Company All rights reserved, www.davidpublisher.com
3 Germay Dr., Unit 4 #4651, Wilmington DE 19804; Tel: 001-302-3943358 Email: [email protected]