Enhancing ESG learning outcomes through gamification: An experimental study

PLoS One. 2024 May 15;19(5):e0303259. doi: 10.1371/journal.pone.0303259. eCollection 2024.

Abstract

This study investigates the effectiveness of gamification in enhancing learning outcomes in Environmental, Social, and Governance (ESG) education. Employing a cluster randomized experiment, the research involved 22 classes from four universities, divided into gamified and traditional teaching groups. The gamified group engaged with ESG concepts through interactive, game-like elements, while the control group followed standard educational practices. The study aimed to determine whether gamification could improve ESG course effectiveness and enhance Psychological Ownership and Perceived Importance, thereby influencing learning outcomes. Data collected through post-experiment surveys were analyzed using multiple linear regression and Structural Equation Modeling (SEM). Results indicated that students in the gamified group performed significantly better in ESG exams compared to the control group, demonstrating the effectiveness of gamification in enhancing academic achievement. The SEM analysis further revealed that gamification positively impacted Psychological Ownership and Perceived Importance, which in turn significantly improved academic performance. These findings suggest that incorporating gamification in ESG education can effectively engage students and deepen their understanding of complex sustainability issues. This study contributes to the field by highlighting the potential of gamification as a transformative tool in higher education, particularly in teaching abstract and multifaceted subjects like ESG.

Publication types

  • Randomized Controlled Trial

MeSH terms

  • Adult
  • Female
  • Games, Experimental
  • Humans
  • Learning*
  • Male
  • Students* / psychology
  • Surveys and Questionnaires
  • Universities
  • Video Games
  • Young Adult

Grants and funding

The author(s) received no specific funding for this work.