Integrate Mathematical Understanding to Sustainability Assurance
IGI Global eBooks,
Год журнала:
2025,
Номер
unknown, С. 277 - 316
Опубликована: Фев. 26, 2025
This
chapter
explores
the
integration
of
mathematical
education
with
Education
for
Sustainable
Development
(ESD)
to
enhance
corporate
employees'
understanding
and
application
Environmental,
Social,
Governance
(ESG)
metrics.
It
highlights
how
literacy
data
improve
ability
analyze
ESG
data,
promoting
decision-making
transparency
report
credibility.
The
study
employs
a
theory-driven
analytical
framework
supported
by
case
studies
from
companies
such
as
Shell,
Walmart,
IKEA
demonstrate
practical
impact
mathematics
in
reporting.
also
examines
role
modeling,
lifecycle
assessments
carbon
footprint
calculations,
quantifying
environmental
impacts.
By
combining
theoretical
insights
real-world
applications,
it
underscores
transformative
potential
targeted
advancing
sustainability
practices.
Язык: Английский
Ambientalización y gamificación: desafíos pospandemia en los posgrados docentes
Enseñanza de las Ciencias Revista de investigación y experiencias didácticas,
Год журнала:
2025,
Номер
42(2), С. 41 - 60
Опубликована: Июнь 3, 2025
El
artículo
aborda
la
integración
de
gamificación
desde
el
modelo
Octalysis
como
estrategia
ambientalización
curricular
en
formación
posgradual
profesores
ciencias.
Intenta
responder
a
los
desafíos
socioambientales
y
avances
tecnológicos
que
demanda
una
educación
disruptiva,
orientada
ciudadana
crítica
reflexiva.
La
revisión
sistemática
literatura
evidencia
oportunidad
pospandemia
implementar
tendencias
educativas
innovadoras
transciendan
modelos
tradicionales
den
mayor
peso
elementos
ecosociales
profesorado
The small little corner of business ethics and the ethical dissonance of business schools
Discover Education,
Год журнала:
2025,
Номер
4(1)
Опубликована: Июнь 4, 2025
Язык: Английский
GAMIFICATION IN SUSTAINABILITY LEARNING IN BUSINESS EDUCATION
Dokuz Eylül Üniversitesi Sosyal Bilimler Enstitüsü Dergisi,
Год журнала:
2024,
Номер
unknown
Опубликована: Окт. 16, 2024
This
study
was
conducted
on
gamification,
sustainability
learning,
and
business
education
dimensions.
The
main
objective
of
this
is
to
synthesize
the
empirical
evidence
already
available
gain
a
comprehensive
understanding
how
gamification
can
enhance
learning
in
education.
Since
integrating
these
three
dimensions
new
emerging
area
literature,
early
work
field
expected
contribute
significantly
future
studies.
According
content
analysis,
primary
finding
analyzed
studies
that
they
mainly
emphasize
cognitive
engagement
aspect.
However,
when
dimension
incorporated
into
education,
games
become
excessively
complex.
Moreover,
examining
outcomes
need
adequately
consider
students'
emotional
states,
more
attention
given
behavior
change
associated
with
sustainability.
Язык: Английский
Dataset of video game-based assessments in digital culture courses at Universidad Indoamerica.
Data in Brief,
Год журнала:
2024,
Номер
58, С. 111217 - 111217
Опубликована: Дек. 10, 2024
This
dataset
contains
evaluation
results
from
video
game-based
assessments
administered
to
first-level
university
students
across
six
different
academic
programs
at
Universidad
Indoamérica
October
2022
August
2024.
The
data
were
collected
using
an
adapted
version
of
Pacman
through
the
ClassTools.net
platform,
where
traditional
quiz
questions
integrated
into
gameplay
mechanics.
comprises
1418
assessment
attempts
in
Law,
Medicine,
Psychology,
Clinical
Architecture,
and
Nursing
programs,
documenting
their
performance
digital
culture
computing
courses.
Each
record
includes
attempt
number,
timestamp,
student
identifier,
gender,
period,
section,
career
program,
score
achieved.
enables
analysis
patterns,
learning
progression
multiple
attempts,
comparative
studies
periods.
information
can
support
research
educational
gamification,
design,
strategies
higher
education.
Язык: Английский