Using Game-based Learning to Facilitate Attitude Change for Environmental Sustainability

Shamila Janakiraman, S. Watson, W. Watson
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引用次数: 22

Abstract

Environmental Sustainability Education (ESE) is a critical element in youth education, as it facilitates learners to understand and realize the importance of creating a sustainable future for themselves and others. Changing learner attitudes and related behaviours is critical in ESE. Digital game-based learning (DGBL) environments offer a suitable pedagogical tool for ESE, as they enable youth to learn and test their behaviours within the game. This literature review looks at studies that examine the efficacy of games as a pedagogical tool for producing change in attitudes and behaviours regarding environmental sustainability. While there are limited longitudinal studies that test whether learners retained their environment-friendly behaviours over time, which highlights the need for more such research; existing studies do show that games have demonstrated the potential for producing attitudinal change.
利用游戏学习促进环境可持续发展的态度转变
环境可持续性教育(ESE)是青年教育的关键要素,因为它有助于学习者理解和认识到为自己和他人创造可持续未来的重要性。改变学习者的态度和相关行为在ESE中是至关重要的。数字游戏学习(DGBL)环境为ESE提供了合适的教学工具,因为它们使青少年能够在游戏中学习和测试他们的行为。这篇文献综述着眼于研究游戏作为一种教学工具的有效性,这种工具能够改变人们对环境可持续性的态度和行为。虽然有有限的纵向研究来测试学习者是否随着时间的推移保持他们的环境友好行为,这突出了需要更多这样的研究;现有的研究确实表明,游戏已经证明了产生态度变化的潜力。
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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