Impact of Video Games, Gamification, and Game-Based Learning on Sustainability Education in Higher Education

Author:

Pineda-Martínez María1ORCID,Llanos-Ruiz David1ORCID,Puente-Torre Paula1,García-Delgado Miguel Ángel1ORCID

Affiliation:

1. Department of Educational Sciences, Faculty of Education, University of Burgos, 09001 Burgos, Spain

Abstract

Today, the European Union and the governments of its constituent countries are focused on the development of the Sustainable Development Goals (SDGs) and the 2030 agenda—something that has been translated into education itself. Video games, gamification, and game-based learning have become different strategies and tools to enhance the learning process and some of the growing approaches used by teachers to develop sustainable education in classrooms. This research aims to analyze the characteristics to promote sustainability in education using games and technology, specifically in terms of learning benefits for higher education. A systematic review of the literature was conducted following the PRISMA methodology. At first, 2025 documents were found; after the filtering phases, the number of articles was reduced to 9, which were subsequently analyzed in depth. The results indicated that the benefits of the use of games mediated by technologies include the following: it favors education for sustainability, and it promotes the educational inclusion and the work of various social skills, such as collaborative and cooperative work. Also, there was an increase in the number of publications between 2019 and 2023, reflecting the growing interest in the topic. However, there are some research gaps in this field.

Publisher

MDPI AG

Subject

Management, Monitoring, Policy and Law,Renewable Energy, Sustainability and the Environment,Geography, Planning and Development,Building and Construction

Reference28 articles.

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2. SDSN (2017). Getting Started with the SDGs in Universities: A Guide for Universities, Higher Education Institutions, and the Academic Sector, Sustainable Development Solutions Network. Australia, New Zealand and Pacific Edition.

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4. Carvalho, C.V., and Coelho, A. (2022). Game-Based Learning, Gamification in Education and Serious Games. Computers, 11.

5. Exploring the Benefits of Using Gamification and Videogames for Physical Exercise: A Review of State of Art;Adelantado;IJIMAI,2018

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