An initial sustainable e-learning and gamification framework for higher education

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Abstract

The movements towards achieving sustainable goals among many countries have risen throughout the years. A part of the sustainable goals - the COVID-19 pandemic has forced many universities to move to online learning to sustain students' education. Indeed, e-learning has been delivering through the website since 1960. There is a need to develop new e-learning models that transform education to support sustainable development goals and achieve education's objectives. Interestingly, e-learning needs to integrate gamification context to increase learners' engagement and passion while promoting lifelong learning. To identify the relationship between e-learning and gamification, this paper examined and assessed various e-learning and gamification models and frameworks, specifically in sustainability, to develop an initial sustainable e-learning and gamification framework for higher education. The framework intends to assist higher education institutions in designing a gamified e-learning that promotes better learning engagement, education equity, skill development, social engagement, well-being, and lifelong learning among their learners. Thus, enabling a sustainable education throughout surviving the pandemic.

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APA

Sofiadin, A., & Azuddin, M. (2021). An initial sustainable e-learning and gamification framework for higher education. In 8th International Conference on Educational Technologies 2021, ICEduTech 2021 and 17th International Conference on Mobile Learning 2021, ML 2021 (pp. 65–73). IADIS Press. https://doi.org/10.33965/ml_icedutech2021_202102l009

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