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Gamification as a Promoting Tool of Motivation for Creating Sustainable Higher Education Institutions

Higher Educational Institutions (HEIs) are responsible for creating healthy and sustainable environments for students and teachers through diverse educational paradigms such as gamification. In this sense, the Healthy People 2030 and the Sustainable Development Goals indicated the imperative to prov...

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Autores principales: Navarro-Espinosa, Johanna Andrea, Vaquero-Abellán, Manuel, Perea-Moreno, Alberto-Jesús, Pedrós-Pérez, Gerardo, Martínez-Jiménez, Maria del Pilar, Aparicio-Martínez, Pilar
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8910166/
https://www.ncbi.nlm.nih.gov/pubmed/35270291
http://dx.doi.org/10.3390/ijerph19052599
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author Navarro-Espinosa, Johanna Andrea
Vaquero-Abellán, Manuel
Perea-Moreno, Alberto-Jesús
Pedrós-Pérez, Gerardo
Martínez-Jiménez, Maria del Pilar
Aparicio-Martínez, Pilar
author_facet Navarro-Espinosa, Johanna Andrea
Vaquero-Abellán, Manuel
Perea-Moreno, Alberto-Jesús
Pedrós-Pérez, Gerardo
Martínez-Jiménez, Maria del Pilar
Aparicio-Martínez, Pilar
author_sort Navarro-Espinosa, Johanna Andrea
collection PubMed
description Higher Educational Institutions (HEIs) are responsible for creating healthy and sustainable environments for students and teachers through diverse educational paradigms such as gamification. In this sense, the Healthy People 2030 and the Sustainable Development Goals indicated the imperative to provide inclusive and equitable quality education to promote a healthy environment and life. The principal objective was to analyse the impact of gamification on health development in HEIs, highlighting their positive and negative effects. To achieve such an objective, a bibliometric analysis was carried out. The 257 documents showed no significant increasing trend in the last decade (p > 0.05) related to the pandemic. Most of the publications were conferences (45%), and the few published articles were the documents with more citations (p < 0.001). According to their index in Journal Citation Reports, there were significant differences between the citations of articles published in journals (p < 0.001). The analysis of journal co-citations showed that the leading journals (such as Computers in Human Behavior) had a significant part in the clusters formed (p < 0.001), conditioning also the keywords, especially the term “motivation”. These findings were discussed, concluding that the experimental studies focused on the teachers’ adverse effects are yet to come.
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spelling pubmed-89101662022-03-11 Gamification as a Promoting Tool of Motivation for Creating Sustainable Higher Education Institutions Navarro-Espinosa, Johanna Andrea Vaquero-Abellán, Manuel Perea-Moreno, Alberto-Jesús Pedrós-Pérez, Gerardo Martínez-Jiménez, Maria del Pilar Aparicio-Martínez, Pilar Int J Environ Res Public Health Article Higher Educational Institutions (HEIs) are responsible for creating healthy and sustainable environments for students and teachers through diverse educational paradigms such as gamification. In this sense, the Healthy People 2030 and the Sustainable Development Goals indicated the imperative to provide inclusive and equitable quality education to promote a healthy environment and life. The principal objective was to analyse the impact of gamification on health development in HEIs, highlighting their positive and negative effects. To achieve such an objective, a bibliometric analysis was carried out. The 257 documents showed no significant increasing trend in the last decade (p > 0.05) related to the pandemic. Most of the publications were conferences (45%), and the few published articles were the documents with more citations (p < 0.001). According to their index in Journal Citation Reports, there were significant differences between the citations of articles published in journals (p < 0.001). The analysis of journal co-citations showed that the leading journals (such as Computers in Human Behavior) had a significant part in the clusters formed (p < 0.001), conditioning also the keywords, especially the term “motivation”. These findings were discussed, concluding that the experimental studies focused on the teachers’ adverse effects are yet to come. MDPI 2022-02-23 /pmc/articles/PMC8910166/ /pubmed/35270291 http://dx.doi.org/10.3390/ijerph19052599 Text en © 2022 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
spellingShingle Article
Navarro-Espinosa, Johanna Andrea
Vaquero-Abellán, Manuel
Perea-Moreno, Alberto-Jesús
Pedrós-Pérez, Gerardo
Martínez-Jiménez, Maria del Pilar
Aparicio-Martínez, Pilar
Gamification as a Promoting Tool of Motivation for Creating Sustainable Higher Education Institutions
title Gamification as a Promoting Tool of Motivation for Creating Sustainable Higher Education Institutions
title_full Gamification as a Promoting Tool of Motivation for Creating Sustainable Higher Education Institutions
title_fullStr Gamification as a Promoting Tool of Motivation for Creating Sustainable Higher Education Institutions
title_full_unstemmed Gamification as a Promoting Tool of Motivation for Creating Sustainable Higher Education Institutions
title_short Gamification as a Promoting Tool of Motivation for Creating Sustainable Higher Education Institutions
title_sort gamification as a promoting tool of motivation for creating sustainable higher education institutions
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8910166/
https://www.ncbi.nlm.nih.gov/pubmed/35270291
http://dx.doi.org/10.3390/ijerph19052599
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