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dc.contributor.authorSantos-Villalba, María Jesús
dc.contributor.authorLeiva-Olivencia, Juan José 
dc.contributor.authorRamos Navas-Parejo, Magdalena
dc.contributor.authorBenítez-Márquez, María Dolores 
dc.date.accessioned2024-09-28T20:28:40Z
dc.date.available2024-09-28T20:28:40Z
dc.date.issued2020-10-15
dc.identifier.citationSantos-Villalba, M. J., Leiva-Olivencia, J. J., Ramos Navas-Parejo M. R., & Benítez-Márquez M. D. (2020). Higher Education Students’ Assessments towards Gamification and Sustainability: A Case Study. Sustainability,12(20), 8513. https://doi.org/10.3390/su12208513es_ES
dc.identifier.urihttps://hdl.handle.net/10630/33887
dc.description.abstractSome academics are pushing for teaching staff to implement didactical practices to obtain sustainable behavior. Moreover, a fundamental element of gamification in all educational stages is the noteworthy effect it has on student motivation. In our study, we examined higher education students’ assessments in the University of Malaga on the design of educational gamification and the teaching criteria that relate to gamification, and its effect on student’s motivation, the applications of gamification, and the attitude towards sustainability. A questionnaire was administered to students studying for degrees in education from the University of Malaga. A total of 187 valid surveys were obtained. Partial least squares structural equation modeling was computed for these data based on an exploratory–confirmatory model and using SmartPLS version 3.3.2. A positive relationship between assessment of students’ motivation and sustainability attitude was found. We found that the opinions of the students about the role of their training and teaching design material in education would affect students’ motivation and the sustainability behavior, although the power of this last construct is moderate.es_ES
dc.language.isoenges_ES
dc.publisherMDPIes_ES
dc.rightsinfo:eu-repo/semantics/openAccesses_ES
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectEnseñanza superiores_ES
dc.subjectGamificaciónes_ES
dc.subject.othergamificationes_ES
dc.subject.othermotivationes_ES
dc.subject.otherattitudees_ES
dc.subject.othersustainability attitudees_ES
dc.subject.otherPLS-SEMes_ES
dc.subject.otherhigher educationes_ES
dc.subject.othermediationes_ES
dc.titleHigher Education Students’ Assessments towards Gamification and Sustainability: A Case Studyes_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.centroFacultad de Ciencias de la Educaciónes_ES
dc.identifier.doi10.3390/su12208513
dc.rights.ccAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.type.hasVersioninfo:eu-repo/semantics/publishedVersiones_ES


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