Serious Game Design to Promote Energy Literacy Among Younger Children

M. Bayley, Stephen Snow, Jason Weigel, N. Horrocks
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引用次数: 4

Abstract

Today's children are tomorrow's home owners and policymakers. Engaging children with energy literacy can help equip them with the knowledge, skills and environmentally sustainable attitudes needed in later life. This paper discusses the development of a serious game called Power Pets designed to help children understand where energy comes from, how to save energy, and its connection to the environment. In the game, children adopt a digital pet that they care for by feeding it saved energy accumulated during gameplay as they complete energy saving tasks. In one of the few qualitative studies involving children to date, we investigated the potential of Power Pets to increase engagement with energy literacy with a specific age group between the ages of 5 and 9. Our findings suggest Power Pets provided preliminary indications for improvements in children's understanding of energy saving and the link between energy saving and the environment, both at a cognitive and affective level, however usability and the steep developmental curve in this age group are key considerations.
严肃游戏设计促进幼儿的能源素养
今天的孩子就是明天的房主和决策者。让儿童了解能源知识可以帮助他们掌握今后生活所需的知识、技能和环境可持续态度。本文讨论了一款名为Power Pets的严肃游戏的开发过程,该游戏旨在帮助孩子们了解能源从何而来,如何节约能源,以及能源与环境的关系。在游戏中,孩子们通过喂养他们所关心的数字宠物,从而在完成节能任务时节省游戏过程中积累的能量。在迄今为止为数不多的涉及儿童的定性研究中,我们调查了Power Pets在提高5至9岁年龄组的能源素养方面的潜力。我们的研究结果表明,在认知和情感层面上,Power Pets为提高儿童对节能的理解以及节能与环境之间的联系提供了初步迹象,然而,这个年龄段的可用性和陡峭的发展曲线是关键考虑因素。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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