2020
DOI: 10.1016/j.compedu.2019.103705
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CO2peration – Structuring a 3D interactive digital game to improve climate literacy in the 12-13-year-old age group

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Cited by 47 publications
(20 citation statements)
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References 53 publications
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“…The visualization of consequences immediately following actions within the game enhanced their learning and indicated whether their decisions were incorrect or correct. These learning outcomes indicate the achievement of the objectives of EVS and are similar to the findings in prior studies using various games (Harker-Schuch et al, 2020;Janakiraman et al, 2021b;Tan & Biswas, 2007;Yang et al, 2012).…”
Section: Nep Scale Itemsupporting
confidence: 87%
See 1 more Smart Citation
“…The visualization of consequences immediately following actions within the game enhanced their learning and indicated whether their decisions were incorrect or correct. These learning outcomes indicate the achievement of the objectives of EVS and are similar to the findings in prior studies using various games (Harker-Schuch et al, 2020;Janakiraman et al, 2021b;Tan & Biswas, 2007;Yang et al, 2012).…”
Section: Nep Scale Itemsupporting
confidence: 87%
“…The real-world scenarios in games show the negative impacts of wrong decisions and harmful environmentrelated behaviours immediately, which is not possible in real life (Arbuthnott, 2009;Janakiraman et al, 2021b;Knol & de Vries, 2011). Digital games provide safe zones to test behaviours, increase awareness of balanced ecosystems, change behaviours regarding environmental protection and recycling and create self-awareness of energy conservation practices through visualizations (Harker-Schuch et al, 2020;Wu & Huang, 2015;Yang, et al, 2012). The situated meaningful contexts in purposefully designed EVS games can ensure systems thinking (Fabricatore & López, 2012;Liarakou et al, 2012;Nordby et al, 2016).…”
Section: Digital Games and Evsmentioning
confidence: 99%
“…Generally, even before playing EnerCities, all participants loved “nature,” and were aware of pro-environmental behaviors having learned from school, the media, and from parents. However, all players said that eco-friendly behaviors were encouraged by EnerCities because it helped them understand the interrelatedness of nature, humans and other components (Harker-Schuch et al 2020 ; Yoon et al 2017 ).…”
Section: Discussionmentioning
confidence: 99%
“…Table 3 presents the studies included in the systematic review and which Web 3.0 browser these studies are related to. Chen, 2016;Hamalainen & Oksanen, 2012;Harker-Schuch, Mills, Lade & Colvin, 2020;Korakakis, Pavlatou, Palyvos, & Spyrellis, 2009;Merchant et al, 2012;Mzoughi, Herring, Foley, Morris & Gilbert, 2007;Passig, 2015;Richards & Taylor, 2015;Sun & Cheng, 2009;Tuzun & Ozdinc, 2016;Zydney, deNoyelles, & Seo, 2012;Wu & Chiang, 2013 Augmented Reality/ Virtual reality Arici, Yildirim, Caliklar & Yilmaz, 2019;Bouta, Retalis & Paraskeva, 2012;Chang et al, 2014;Chang & Hwang, 2018;Chang, Lee, Wang & Chen, 2010;Chen & Tsai, 2012;Connolly, Stansfield & Hainey, 2011;Cheng & Tsai, 2014;Chiang, Yang & Hwang, 2014;Cuendet, Bonnard, Do-Lenh & Dillenbourg, 2013;Degli Innocenti et al, 2019;Di Serio, Ibanez & Kloos, 2013;Huang, Chen & Chou, 2016;Ferguson, van den Broek & van Oostendorp, 2020;Fidan & Tuncel, 2019;Frank & Kapila, 2017;Hsu, 2017;Huang, Rauch & Liaw, 2010 Table 3 shows all the studies in the systematic review. The distribution of these studies in terms of the relevant Web 3.0 technologies is shown in Figure 3.…”
Section: Study Characteristicsmentioning
confidence: 99%