2020
DOI: 10.25217/ji.v5i2.1181
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English for Specific Purpose: Revitalizing Climate Change Awareness Using Digital Literacy and Gamification for Engineering Faculty in Papua

Abstract: The air quality index (AQI) in Papua has the best index among other provinces in Indonesia. Papua has different geographical and social conditions than western Indonesia. In particular, forests in Papua are more numerous with fewer industries and automobiles than provinces in western Indonesia. The article aims to determine respondents' perceptions related to climate change awareness and pro-environmental behavior (PEB) in regions that have AQI in Indonesia, namely Papua. This study uses a survey strategy thro… Show more

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Cited by 3 publications
(3 citation statements)
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References 27 publications
(33 reference statements)
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“…Several studies had been focussed on identifying different digital game-based learning methods (Elkordy, Keneman, & Dipinto, 2017;Fan & Tan, 2019;Haddad, 2016;Hwa, 2018;Kotini & Tzelepi, 2015;Kreuzberger, 2015;Pace & Dipace, 2015;Signori, Guimarães, Severo, & Rotta, 2018;Tseas, 2017;Vleeshouwer, 2015). While others had highlighted the application of gamification to the learning of music (Herzig & Learning, 2019;Vets et al, 2017), languages (Alyaz, Spaniel, & Gursoy, 2017;Betaubun & Nasrawati, 2020;Bolliger, Mills, & White, 2015;Chen & Lee, 2018;Dukembay & Zhaksylyk, 2019), engineering (Arenas, 2018Ashmarina & Nikulina, 2017;Bodnar, Anastasio, & Enszer, 2016), astronomy (Baptista & Oliveira, 2019;Barringer, Plummer, Kregenow, & Palma, 2018), information technology (Baxter & Holderness, 2016), architecture (Escudero & Villagrasa, 2017;Fonseca et al, 2017), and maths for primary school students (Gunawan, Bahari, & Kartiwi, 2017).…”
Section: Cluster 3: Learning Approachesmentioning
confidence: 99%
“…Several studies had been focussed on identifying different digital game-based learning methods (Elkordy, Keneman, & Dipinto, 2017;Fan & Tan, 2019;Haddad, 2016;Hwa, 2018;Kotini & Tzelepi, 2015;Kreuzberger, 2015;Pace & Dipace, 2015;Signori, Guimarães, Severo, & Rotta, 2018;Tseas, 2017;Vleeshouwer, 2015). While others had highlighted the application of gamification to the learning of music (Herzig & Learning, 2019;Vets et al, 2017), languages (Alyaz, Spaniel, & Gursoy, 2017;Betaubun & Nasrawati, 2020;Bolliger, Mills, & White, 2015;Chen & Lee, 2018;Dukembay & Zhaksylyk, 2019), engineering (Arenas, 2018Ashmarina & Nikulina, 2017;Bodnar, Anastasio, & Enszer, 2016), astronomy (Baptista & Oliveira, 2019;Barringer, Plummer, Kregenow, & Palma, 2018), information technology (Baxter & Holderness, 2016), architecture (Escudero & Villagrasa, 2017;Fonseca et al, 2017), and maths for primary school students (Gunawan, Bahari, & Kartiwi, 2017).…”
Section: Cluster 3: Learning Approachesmentioning
confidence: 99%
“…Underlying data OpenDans: Online Gamified Learning: Focus Group Discussion Data set, May -August 2020. https://doi.org/10.17026/ dans-xzu-as8s. 27 removed the study by Betaubun & Nasrawati (2020) and replaced it with a new empirical article "Advocating recycling and encouraging environmentally friendly habits through gamification: An empirical investigation" which provides stronger evidences for the effectiveness of gamification in recycling intention.…”
Section: Data Availibilitymentioning
confidence: 99%
“…e.g. Study by Betaubun & Nasrawati (2020), which according to the author, can be used as a reference to show the use of gamified approach for enhance recycling intention, was as a cross-sectional study. To provide strong evidences for the potential used of gamification method to enhance recycling intention, I suggest the authors to cite an experiment based publications.…”
Section: Ethical Approvalmentioning
confidence: 99%