2017
DOI: 10.3389/fpsyg.2017.01085
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ENED-GEM: A Conceptual Framework Model for Psychological Enjoyment Factors and Learning Mechanisms in Educational Games about the Environment

Abstract: Based on a thorough review of psychological literature, this article seeks to develop a model of game enjoyment and environmental learning (ENvironmental EDucational Game Enjoyment Model, ENED-GEM) and delineate psychological processes that might facilitate learning and inspire behavioral change from educational games about the environment. A critically acclaimed digital educational game about environmental issues (Fate of the World by Red Redemption/Soothsayer Games) was used as a case study. Two hundred fort… Show more

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Cited by 19 publications
(14 citation statements)
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References 100 publications
(155 reference statements)
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“…On the positive side, one study revealed a significant correlation between experiencing a high degree of game enjoyment while playing a game about local biodiversity (BioDiv2Go) and a subsequent increase in attitude toward nature (Schaal et al, 2018). Enjoying environmental gameplay is theorized to have a significant effect on the subsequent learning outcomes from playing (Fjaellingsdal and Klöckner, 2017), thus lending support to the study's findings. Another study revealed that individuals who played Red Redemption's Fate of the World, a simulation revolving around a 200-year period of societal and environmental impacts (Klöckner, 2015, p. 198), showed a higher degree of environmental systems thinking than a control group (Waddington and Fennewald, 2018).…”
Section: The Effectiveness Of Game-based Learningmentioning
confidence: 75%
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“…On the positive side, one study revealed a significant correlation between experiencing a high degree of game enjoyment while playing a game about local biodiversity (BioDiv2Go) and a subsequent increase in attitude toward nature (Schaal et al, 2018). Enjoying environmental gameplay is theorized to have a significant effect on the subsequent learning outcomes from playing (Fjaellingsdal and Klöckner, 2017), thus lending support to the study's findings. Another study revealed that individuals who played Red Redemption's Fate of the World, a simulation revolving around a 200-year period of societal and environmental impacts (Klöckner, 2015, p. 198), showed a higher degree of environmental systems thinking than a control group (Waddington and Fennewald, 2018).…”
Section: The Effectiveness Of Game-based Learningmentioning
confidence: 75%
“…Educational games must be perceived as enjoyable or immersive by the player in order to be voluntarily used (Sweetser and Wyeth, 2005;Ferguson and Olson, 2013;Fjaellingsdal and Klöckner, 2017;Hamari and Keronen, 2017) or, despite undermining intrinsic motivation to play and learn, offer some form of externalized reward such as money or extra course credit (Deci, 1996, p. 25). Immersion, otherwise known as presence, is the feeling of being spatially present in a media experience (Klimmt et al, 2009).…”
Section: Immersion and Flow -Directed Attention And Intrinsic Motivationmentioning
confidence: 99%
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“…To demonstrate this, they used the design of the game with a group of subjects attended from Computer Sciences and History. So, for the first time, perhaps for the first time, the interdisciplinary teams collaborated in designing a video game (Fjaellingsdal & Klöckner, 2017).…”
Section: Discussionmentioning
confidence: 99%
“…Psychological enjoyment factors and learning mechanism relationships have been explored in environmental games using a novel environmental educational game enjoyment model (Fjaellingsdal and Klockner, 2017). The study observed students playing the game Fate of the World, a digital card-based global strategy game released in 2011.…”
Section: Pedagogical Design Criteriamentioning
confidence: 99%