Nobuyasu Komasawa, Masanao Yokohira
Learner-Centered Experience-Based Medical Education in an AI-Driven Society: A Literature Review
Cureus
study investigates effectiveness gamification enhancing learning outcomes environmental social governance esg education employing cluster randomized experiment research involved 22 classes four universities divided gamified traditional teaching groups gamified group engaged esg concepts interactive gamelike elements control group followed standard educational practices study aimed determine whether gamification could improve esg course effectiveness enhance psychological ownership perceived importance thereby influencing learning outcomes data collected postexperiment surveys analyzed using multiple linear regression structural equation modeling sem results indicated students gamified group performed significantly better esg exams compared control group demonstrating effectiveness gamification enhancing academic achievement sem analysis revealed gamification positively impacted psychological ownership perceived importance turn significantly improved academic performance findings suggest incorporating gamification esg education effectively engage students deepen understanding complex sustainability issues study contributes field highlighting potential gamification transformative tool higher education particularly teaching abstract multifaceted subjects like esg