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                <text>Coronavirus</text>
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                <text>Dominio científico: Coronavirus</text>
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              <text>Is Sustainable Online Learning Possible with Gamification?—The Effect of Gamified Online Learning on Student Learning</text>
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              <text>Sungjin Park, Sangkyun Kim</text>
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              <text>The use of gamification is garnering attention as a method that promotes sustainable learning during the coronavirus disease 2019 (COVID-19) era. This study investigates the effect that gamified online learning has on student learning and has utilized a gamified online learning program to examine the impact. To determine the program’s effectiveness, a study has been conducted with 140 elementary and middle school students. A previously developed survey instrument was used to measure the results. The study’s findings suggest that gamification in online learning has a positive impact on learner motivation and the understanding of the educational content. Based on the findings, this study proposes that gamification should be used as a sustainable method to achieve the United Nations’ Sustainable Development Goal 4 (SDG 4) of ensuring “quality education”.</text>
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              <text>SDGs, gamification, Gamification in education, sustainable online learning</text>
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              <text>10.3390/su13084267</text>
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              <text>Biotemas</text>
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              <text>Universidade Federal de Santa Catarina</text>
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              <text>Environmental effects of industries and plants, Renewable energy sources, Environmental sciences</text>
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