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ERIC Number: EJ1419544
Record Type: Journal
Publication Date: 2024
Pages: 12
Abstractor: As Provided
ISBN: N/A
ISSN: N/A
EISSN: EISSN-2731-5525
Utilizing Gamification to Promote Pro-Sustainable Behavior among Information Technology Students
Denitza Anguelova Charkova
Discover Education, v3 n1 Article 21 2024
Higher education institutions (HEIs) have made substantial strides towards incorporating sustainability into their curricula. However, the methodology of education for sustainable development (ESD) needs to be more performance-oriented and grounded in practical experience in order to foster behavioral changes towards environmental protection. The objective of this study was to assess the efficacy of a gamification-driven strategy in encouraging students of information technology (IT) to adopt sustainable practices. The data was gathered from the digital records and survey responses of 75 information technology (IT) students as a component of their English language course. The results of the study suggested that the gamified method successfully encouraged students to adopt sustainable practices in their personal lives and future workplaces. The students' viewpoints regarding the accountability of individual employers and citizens for the well-being of our planet underwent a substantial transformation in support of sustainable development. The method described is applicable to various academic fields, including the humanities, sciences, medical studies, and others.
Springer. Available from: Springer Nature. One New York Plaza, Suite 4600, New York, NY 10004. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-460-1700; e-mail: customerservice@springernature.com; Web site: https://bibliotheek.ehb.be:2123/
Publication Type: Journal Articles; Reports - Research
Education Level: N/A
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Grant or Contract Numbers: N/A