Higher Education Students’ Assessments towards Gamification and Sustainability: A Case Study
Metadatos
Mostrar el registro completo del ítemEditorial
MDPI
Materia
Gamification Motivation Attitude Sustainability attitude PLS-SEM Higher education Mediation
Fecha
2020Referencia bibliográfica
Santos-Villalba, María J.; Leiva Olivencia, Juan J.; Navas-Parejo, Magdalena R.; Benítez-Márquez, María D. 2020. "Higher Education Students’ Assessments towards Gamification and Sustainability: A Case Study." Sustainability 12, no. 20: 8513. [DOI: 10.3390/su12208513]
Resumen
: Some academics are pushing for teaching staff to implement didactical practices to obtain
sustainable behavior. Moreover, a fundamental element of gamification in all educational stages is
the noteworthy effect it has on student motivation. In our study, we examined higher education
students’ assessments in the University of Malaga on the design of educational gamification and the
teaching criteria that relate to gamification, and its effect on student’s motivation, the applications of
gamification, and the attitude towards sustainability. A questionnaire was administered to students
studying for degrees in education from the University of Malaga. A total of 187 valid surveys were
obtained. Partial least squares structural equation modeling was computed for these data based
on an exploratory–confirmatory model and using SmartPLS version 3.3.2. A positive relationship
between assessment of students’ motivation and sustainability attitude was found. We found that the
opinions of the students about the role of their training and teaching design material in education
would affect students’ motivation and the sustainability behavior, although the power of this last
construct is moderate.