2013
DOI: 10.1177/1046878112470539
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Greenify

Abstract: The literature on climate change education recommends social, accessible action-oriented learning that is specifically designed to resonate with a target audience’s values and worldview. This article discusses GREENIFY, a real-world action game designed to teach adult learners about climate change and motivate informed action. A pilot study suggests that the game fostered the creation of peer-generated user content, motivated informed action, created positive pressure, and was perceived as a fun and engaging e… Show more

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Cited by 93 publications
(30 citation statements)
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“…These results achieved and expressed in the particular context of this study are in line with other studies that preceded this one. These studies reported that training practices using escape rooms improve student motivation [14][15][16][17], group work [24], activation and participation [31,44], as well as commitment to learning tasks [20,36], which has a close psychological relationship with the absence of a negative effect and adequate attitude of students towards the instructive process [25,45].…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…These results achieved and expressed in the particular context of this study are in line with other studies that preceded this one. These studies reported that training practices using escape rooms improve student motivation [14][15][16][17], group work [24], activation and participation [31,44], as well as commitment to learning tasks [20,36], which has a close psychological relationship with the absence of a negative effect and adequate attitude of students towards the instructive process [25,45].…”
Section: Discussionmentioning
confidence: 99%
“…Gamification improves various psychosocial academic indicators such as students´motivation, as the activity to be carried out is presented as an attractive challenge for the participants [14][15][16][17][18]. Other benefits found in the literature review are resolution of problems in training activities [19], commitment to the task to be performed [20,21], interest in learning actions that lead to the achievement of didactic objectives [22], attraction to learning that favors the achievement of skills [23], social skills required to interact effectively in group practices [24], and improvement of student behavior and attitude [25].…”
Section: Gamification As a Learning Strategymentioning
confidence: 99%
“…It is important to note that the work cited in this article reflects the current scope of global research in this field, which has been dominated to date by studies in the US and Europe (Lee et al, 2013). Although these findings have greatly advanced our understanding of the complexity of climate change education strategies and behavioural interventions, they are, no doubt, country-and culture-specific and thus difficult to generalise across an economically and culturally diverse planet.…”
Section: Con Clu S I Onmentioning
confidence: 99%
“…They may ZAVAL AND CORNWELL | 483 comprise a combination of offline and online activities. For example, in the pervasive game EcoKoin, players respond to and generate ideas for sustainable living challenges and can share them within a social network to gain points (Lee, Ceyhan, Jordan-Cooley, & Sung, 2013). These socially-connected mobile games may provide powerful opportunities to educate large populations and promote changes in behaviour on a large scale.…”
Section: Gamificationmentioning
confidence: 99%
“…In the field of climate adaptation, knowledge co-creation and enabling a joint understanding of the inherent complexity is essential [1]. While challenges for adapting society to climate change are plenty, and span over multiple sectors, awareness of these challenges, how to address them and how to balance contrasting aims that arise is still low [2,3].…”
Section: Introductionmentioning
confidence: 99%