Higher Education Students’ Assessments towards Gamification and Sustainability: A Case Study
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- Gisela Cebrián & Mercè Junyent & Ingrid Mulà, 2020. "Competencies in Education for Sustainable Development: Emerging Teaching and Research Developments," Sustainability, MDPI, vol. 12(2), pages 1-9, January.
- Tania Ouariachi & Chih-Yen Li & Wim J. L. Elving, 2020. "Gamification Approaches for Education and Engagement on Pro-Environmental Behaviors: Searching for Best Practices," Sustainability, MDPI, vol. 12(11), pages 1-14, June.
- María Napal & Ana María Mendióroz-Lacambra & Alicia Peñalva, 2020. "Sustainability Teaching Tools in the Digital Age," Sustainability, MDPI, vol. 12(8), pages 1-14, April.
- Naresh Giangrande & Rehema M. White & May East & Ross Jackson & Tim Clarke & Michel Saloff Coste & Gil Penha-Lopes, 2019. "A Competency Framework to Assess and Activate Education for Sustainable Development: Addressing the UN Sustainable Development Goals 4.7 Challenge," Sustainability, MDPI, vol. 11(10), pages 1-16, May.
- José-María Campillo-Ferrer & Pedro Miralles-Martínez & Raquel Sánchez-Ibáñez, 2020. "Gamification in Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic Key Competencies," Sustainability, MDPI, vol. 12(12), pages 1-13, June.
- Reinartz, Werner & Haenlein, Michael & Henseler, Jörg, 2009. "An empirical comparison of the efficacy of covariance-based and variance-based SEM," International Journal of Research in Marketing, Elsevier, vol. 26(4), pages 332-344.
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Cited by:
- Renata Pereira Oliveira & Cristina Gomes de Souza & Augusto da Cunha Reis & Wallice Medeiros de Souza, 2021. "Gamification in E-Learning and Sustainability: A Theoretical Framework," Sustainability, MDPI, vol. 13(21), pages 1-20, October.
- Ana Manzano-León & Pablo Camacho-Lazarraga & Miguel A. Guerrero & Laura Guerrero-Puerta & José M. Aguilar-Parra & Rubén Trigueros & Antonio Alias, 2021. "Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education," Sustainability, MDPI, vol. 13(4), pages 1-14, February.
- Lui-Kwan Ng & Chung-Kwan Lo, 2022. "Online Flipped and Gamification Classroom: Risks and Opportunities for the Academic Achievement of Adult Sustainable Learning during COVID-19 Pandemic," Sustainability, MDPI, vol. 14(19), pages 1-21, September.
- Lui-Kwan Ng & Chung-Kwan Lo, 2022. "Flipped Classroom and Gamification Approach: Its Impact on Performance and Academic Commitment on Sustainable Learning in Education," Sustainability, MDPI, vol. 14(9), pages 1-23, April.
- Chi-Hua Wu & Yu-Lin Chao & Jia-Ting Xiong & Ding-Bang Luh, 2022. "Gamification of Culture: A Strategy for Cultural Preservation and Local Sustainable Development," Sustainability, MDPI, vol. 15(1), pages 1-19, December.
- Fahd Kamis Alzahrani & Waleed Salim Alhalafawy, 2023. "Gamification for Learning Sustainability in the Blackboard System: Motivators and Obstacles from Faculty Members’ Perspectives," Sustainability, MDPI, vol. 15(5), pages 1-19, March.
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Keywords
gamification; motivation; attitude; sustainability attitude; PLS-SEM; higher education; mediation;All these keywords.
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