2019
DOI: 10.1016/j.jclepro.2018.10.157
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Facilitating sustainability transition through serious games: A systematic literature review

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Cited by 115 publications
(89 citation statements)
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References 91 publications
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“…In this way, the research carried out has evolved towards a transdisciplinary vision that attempts to explain the emerging theme from pedagogical approaches focused on the professional development of teachers on the formation of a sustainable citizenship from early ages, to higher studies [30,31], technology-mediated learning for a sustainable education [32,33], as well as the imminent need for teacher training to integrate skills related to education for sustainability, considering both individual differences and the common good of the community [34].…”
Section: Discussionmentioning
confidence: 99%
“…In this way, the research carried out has evolved towards a transdisciplinary vision that attempts to explain the emerging theme from pedagogical approaches focused on the professional development of teachers on the formation of a sustainable citizenship from early ages, to higher studies [30,31], technology-mediated learning for a sustainable education [32,33], as well as the imminent need for teacher training to integrate skills related to education for sustainability, considering both individual differences and the common good of the community [34].…”
Section: Discussionmentioning
confidence: 99%
“…Games with sustainable development themes have developed steadily in the academic world over approximately the last fifteen years and gamification has become progressively widespread since it first appeared [34,35]. In relation to model-based simulation games focusing on sustainability, climate mitigation and the transition to renewable energies, the field was opened in the 1980s, and has been increasing ever since.…”
Section: Methodological Background and Noveltymentioning
confidence: 99%
“…The game has been designed to include all three sustainability's triple-bottom line dimensions: economic, social and environmental dimension [35], as well as following Chen and Martin's [54] criteria to enhance the pedagogical capacity of environmental education: (1) it is aimed at change and not just knowledge attainment, (2) reveals behavior patterns in a real-world context, (3) highlights both internal and external influences on current environmental behavior, and (4) includes an interactive problem-solving approach that demands a solution.…”
Section: Methodological Background and Noveltymentioning
confidence: 99%
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“…The term "serious game" refers to games developed for a purpose beyond entertainment alone [6]. Serious games address societal challenges (e.g., ecological, social, economic, environmental, or a combination thereof) [6,[11][12][13][14][15]. Serious games tend to combine elements of entertainment (e.g., fun, suspense, mystery, inquiry) with elements of learning (e.g., developing knowledge, insights, skills).…”
Section: Characterizing Game-based Approaches For Governancementioning
confidence: 99%