Araştırma Makalesi

GAMIFICATION IN SUSTAINABILITY LEARNING IN BUSINESS EDUCATION

Cilt: 26 Sayı: 4 12 Aralık 2024
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GAMIFICATION IN SUSTAINABILITY LEARNING IN BUSINESS EDUCATION

Öz

This study was conducted on gamification, sustainability learning, and business education dimensions. The main objective of this study is to synthesize the empirical evidence already available to gain a comprehensive understanding of how gamification can enhance sustainability learning in business education. Since integrating these three dimensions is a new and emerging area in the literature, early work in this field is expected to contribute significantly to future studies. According to the content analysis, the primary finding of the analyzed studies is that they mainly emphasize the cognitive engagement aspect. However, when the sustainability dimension is incorporated into gamification in business education, the games become excessively complex. Moreover, the studies examining cognitive outcomes need to adequately consider students' emotional states, and more attention is given to the behavior change associated with sustainability.

Anahtar Kelimeler

Kaynakça

  1. Aarseth, E., Smedstad, S. M., & Sunnanå, L. (2003). A multi-dimensional typology of games. In M. Copier & J. Raessens (Eds.), Proceedings of Level Up Conference (48-53). Utrecht, Netherlands: Utrecht University & Digital Games Research Association.
  2. Adams, S.P., Du Preez, R. (2022). Supporting Student Engagement Through the Gamification of Learning Activities: A Design-Based Research Approach. Tech Know Learn, 27, 119–138. https://doi.org/10.1007/s10758-021-09500-x
  3. Alam, A. (2022). Mapping a sustainable future through conceptualization of transformative learning framework, education for sustainable development, critical reflection, and responsible citizenship: An exploration of pedagogies for twenty-first century learning. ECS Transactions, 107 (1), 9827-9840. https://doi.org/10.1149/10701.9827ecst
  4. Al-Azawi, R., Al-Faliti, F., & Al-Blushi, M. (2016). Educational gamification vs. game based learning: Comparative study. International journal of innovation, management and technology, 7 (4), 132-136. https://doi.org/10.18178/ijimt.2016.7.4.659
  5. Anderson, T., & Rivera Vargas, P. (2020). A critical look at educational technology from a distance education perspective. Digital Education Review, 37, 208-229. https://doi.org/10.1344/der.2020.37.208-229
  6. Arufe Giráldez, V., Sanmiguel-Rodríguez, A., Ramos Álvarez, O., & Navarro-Patón, R. (2022). Can gamification influence the academic performance of students?. Sustainability, 14 (9), 5115. https://doi.org/10.3390/su14095115
  7. Bagley, C. E., Sulkowski, A. J., Nelson, J. S., Waddock, S., & Shrivastava, P. (2020). A path to developing more insightful business school graduates: A systems-based, experimental approach to integrating law, strategy, and sustainability. Academy of Management Learning & Education, 19 (4), 541-568. https://doi.org/10.5465/amle.2018.0036
  8. Bandura, A. (1977). Self-efficacy: Toward a unifying theory of behavioral change. Psychological Review, 84 (2), 191 - 215.

Ayrıntılar

Birincil Dil

İngilizce

Konular

Pazarlama (Diğer), Strateji, Yönetim ve Örgütsel Davranış (Diğer)

Bölüm

Araştırma Makalesi

Erken Görünüm Tarihi

10 Aralık 2024

Yayımlanma Tarihi

12 Aralık 2024

Gönderilme Tarihi

5 Eylül 2024

Kabul Tarihi

16 Ekim 2024

Yayımlandığı Sayı

Yıl 2024 Cilt: 26 Sayı: 4

Kaynak Göster

APA
Özgen, Ö., & Demirel, B. (2024). GAMIFICATION IN SUSTAINABILITY LEARNING IN BUSINESS EDUCATION. Dokuz Eylül Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, 26(4), 1667-1695. https://doi.org/10.16953/deusosbil.1544347
AMA
1.Özgen Ö, Demirel B. GAMIFICATION IN SUSTAINABILITY LEARNING IN BUSINESS EDUCATION. Dokuz Eylül Üniversitesi Sosyal Bilimler Enstitüsü Dergisi. 2024;26(4):1667-1695. doi:10.16953/deusosbil.1544347
Chicago
Özgen, Özge, ve Banu Demirel. 2024. “GAMIFICATION IN SUSTAINABILITY LEARNING IN BUSINESS EDUCATION”. Dokuz Eylül Üniversitesi Sosyal Bilimler Enstitüsü Dergisi 26 (4): 1667-95. https://doi.org/10.16953/deusosbil.1544347.
EndNote
Özgen Ö, Demirel B (01 Aralık 2024) GAMIFICATION IN SUSTAINABILITY LEARNING IN BUSINESS EDUCATION. Dokuz Eylül Üniversitesi Sosyal Bilimler Enstitüsü Dergisi 26 4 1667–1695.
IEEE
[1]Ö. Özgen ve B. Demirel, “GAMIFICATION IN SUSTAINABILITY LEARNING IN BUSINESS EDUCATION”, Dokuz Eylül Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, c. 26, sy 4, ss. 1667–1695, Ara. 2024, doi: 10.16953/deusosbil.1544347.
ISNAD
Özgen, Özge - Demirel, Banu. “GAMIFICATION IN SUSTAINABILITY LEARNING IN BUSINESS EDUCATION”. Dokuz Eylül Üniversitesi Sosyal Bilimler Enstitüsü Dergisi 26/4 (01 Aralık 2024): 1667-1695. https://doi.org/10.16953/deusosbil.1544347.
JAMA
1.Özgen Ö, Demirel B. GAMIFICATION IN SUSTAINABILITY LEARNING IN BUSINESS EDUCATION. Dokuz Eylül Üniversitesi Sosyal Bilimler Enstitüsü Dergisi. 2024;26:1667–1695.
MLA
Özgen, Özge, ve Banu Demirel. “GAMIFICATION IN SUSTAINABILITY LEARNING IN BUSINESS EDUCATION”. Dokuz Eylül Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, c. 26, sy 4, Aralık 2024, ss. 1667-95, doi:10.16953/deusosbil.1544347.
Vancouver
1.Özge Özgen, Banu Demirel. GAMIFICATION IN SUSTAINABILITY LEARNING IN BUSINESS EDUCATION. Dokuz Eylül Üniversitesi Sosyal Bilimler Enstitüsü Dergisi. 01 Aralık 2024;26(4):1667-95. doi:10.16953/deusosbil.1544347