GAMIFIED LEARNING PATHS: INTEGRATING CAMPUS WALKS INTO SUSTAINABILITY EDUCATION

Education for sustainable development (ESD) provides a strong basis for the implementation of sustainability in universities.Using Bryant's rationale for space agnostic learning (SAL) and Carman's blended learning elements, a team at a Finnish higher education institution (HEI) developed the idea of a Sustainability Campus Walk, a blended learning approach combining elements of a physical walk with online learning materials.The aim was to introduce the HEI's work on sustainability to students of bachelor's and master's programs.The project was completed using the novel approach of a multi-stakeholder planning group, which enabled the enrichment of the study materials with practical examples.Gamification elements were used to create checkpoints on the walk and make it more engaging for the participating students.The methodology used to record the progress and results of the project was Kananen's observation diary model, which allowed meticulous recording of activities.An analysis of the records of the coordinating member of the creation team and the notes of managerial members provided the answers to two research questions about the involvement of stakeholders in the planning process of gamified blended learning projects.We found that stakeholders play a key role in planning learning projects, therefore multi-stakeholder teams are recommended for further iterations of future courses.

Publication Details

Journal
IADIS INTERNATIONAL JOURNAL ON WWW/INTERNET
Published
2024-10-16
DOI
https://doi.org/10.33965/ijwi_2024220106
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.79
Controls
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article

GAMIFIED LEARNING PATHS: INTEGRATING CAMPUS WALKS INTO SUSTAINABILITY EDUCATION

1 citations
IADIS INTERNATIONAL JOURNAL ON WWW/INTERNET
Educational Games and Gamification
0.79
article

GAMIFIED LEARNING PATHS: INTEGRATING CAMPUS WALKS INTO SUSTAINABILITY EDUCATION

article en
1 citations

Abstract

Education for sustainable development (ESD) provides a strong basis for the implementation of sustainability in universities.Using Bryant's rationale for space agnostic learning (SAL) and Carman's blended learning elements, a team at a Finnish higher education institution (HEI) developed the idea of a Sustainability Campus Walk, a blended learning approach combining elements of a physical walk with online learning materials.The aim was to introduce the HEI's work on sustainability to students of bachelor's and master's programs.The project was completed using the novel approach of a multi-stakeholder planning group, which enabled the enrichment of the study materials with practical examples.Gamification elements were used to create checkpoints on the walk and make it more engaging for the participating students.The methodology used to record the progress and results of the project was Kananen's observation diary model, which allowed meticulous recording of activities.An analysis of the records of the coordinating member of the creation team and the notes of managerial members provided the answers to two research questions about the involvement of stakeholders in the planning process of gamified blended learning projects.We found that stakeholders play a key role in planning learning projects, therefore multi-stakeholder teams are recommended for further iterations of future courses.

IADIS INTERNATIONAL JOURNAL ON WWW/INTERNETVol. 22(1)
Openalex Percentile: Top 23%
Educational Games and Gamification
0.79
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