2021
DOI: 10.1080/13504622.2021.1986469
|View full text |Cite
|
Sign up to set email alerts
|

Ocean literacy gamified: A systematic evaluation of the effect of game elements on students’ learning experience

Abstract: Low levels of concern about anthropogenic climate change have been attributed to a range of factors, some of which relate to education. These include people's lack of understanding and engagement with the multifaceted nature and extent of the problem that it presents to current and future generations. Limited knowledge is also known to be an obstacle to individual behaviour change, with important implications for young people's perceptions of the urgency to act and awareness of the consequences of their own be… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
4
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
6
4

Relationship

0
10

Authors

Journals

citations
Cited by 19 publications
(10 citation statements)
references
References 48 publications
0
4
0
Order By: Relevance
“…In addition to serious games, pro-environmental apps, especially those developed for use on mobile devices, have gained popularity and have increasingly been used in the last decade. Most of the apps developed for environmental education are gamified in the sense that they include game elements, such as point earning, badges, and/or leaderboards [28]. Emerging in the early 2000s, gamification may be defined as the "use of game design elements within non-game contexts" [29] (p. 1) through "the process of making activities more game-like" [30] (p. 6), and it is seen as a promising path for engaging individuals towards the achievement of specific outcomes in a variety of fields [31].…”
Section: Games and Gamification As Environmental Education Tools: Ser...mentioning
confidence: 99%
“…In addition to serious games, pro-environmental apps, especially those developed for use on mobile devices, have gained popularity and have increasingly been used in the last decade. Most of the apps developed for environmental education are gamified in the sense that they include game elements, such as point earning, badges, and/or leaderboards [28]. Emerging in the early 2000s, gamification may be defined as the "use of game design elements within non-game contexts" [29] (p. 1) through "the process of making activities more game-like" [30] (p. 6), and it is seen as a promising path for engaging individuals towards the achievement of specific outcomes in a variety of fields [31].…”
Section: Games and Gamification As Environmental Education Tools: Ser...mentioning
confidence: 99%
“…They can foster cognitive, affective, and behavioral engagement in climate change education (Fernández Galeote et al, 2021). Games can improve student engagement (Fernández Galeote and Hamari, 2021; Flood et al, 2018), spike interest in climate adaptation (Neset et al, 2020), enrich learning experiences (Leitão et al, 2022), and provide effective mitigation strategies (Rajanen & Rajanen, 2019).…”
Section: Literature Reviewmentioning
confidence: 99%
“…Ocean literacy is a growing global educational movement that aims to deepen and contextualize the human relationship with the ocean [2]. Formal education is essential to broadening the ocean literacy scope, providing people with tools to engage with coastal and marine issues in a conscious and knowledgeable way [18,32].…”
Section: Education and Ocean Literacymentioning
confidence: 99%