Exploring the Effectiveness of Digital Games in Producing pro-Environmental Behaviors when Played Collaboratively and Individually: A Mixed Methods Study in India.

IF 3.8 Q1 EDUCATION & EDUCATIONAL RESEARCH
TechTrends Pub Date : 2021-01-01 Epub Date: 2021-01-25 DOI:10.1007/s11528-020-00571-8
Shamila Janakiraman, Sunnie Lee Watson, William R Watson
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引用次数: 7

Abstract

Environmental sustainability education should create eco-awareness and produce pro-environmental behaviors. Traditional instructional methods create eco-awareness but do not make people act. Purposefully designed digital games for attitudinal instruction provide cognitive knowledge, engage learners emotionally by showing the consequences of harmful behaviors, and encourage correct behaviors. Most studies involving games in different subjects showed that knowledge acquisition was greater in collaborative learning than individual game play. However, a similar comparison with respect to attitudinal learning involving a socio-scientific topic has not been conducted before. This mixed methods study conducted in a high school in India, examined the attitudinal learning among students who played a game individually (n = 45) and collaboratively (n = 44). Also, differences between students who played the game and a control group (n = 42) was examined. Surveys based on the Theory of Planned Behavior (TPB) and the Attitudinal Learning Instrument (ALI), showed that attitudinal learning from games was similar for collaborative and individual players. Also, attitudinal learning from games was higher compared to traditional instructional methods. Interviews explained the learning experiences of game players and how it produced pro-environmental behaviors.

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探索数字游戏在合作和单独玩时产生亲环境行为的有效性:印度的混合方法研究。
环境可持续性教育应该培养生态意识,培养亲环境行为。传统的教学方法培养了生态意识,但没有促使人们采取行动。有意为态度教学设计的数字游戏提供认知知识,通过展示有害行为的后果来吸引学习者的情感,并鼓励正确的行为。大多数涉及不同主题的游戏的研究表明,合作学习的知识获取比个人游戏更大。然而,在涉及社会科学主题的态度学习方面,以前没有进行过类似的比较。这项在印度一所高中进行的混合方法研究,考察了单独玩游戏(n = 45)和合作玩游戏(n = 44)的学生的态度学习情况。此外,研究人员还检查了玩游戏的学生和对照组(n = 42)之间的差异。基于计划行为理论(TPB)和态度学习工具(ALI)的调查显示,合作玩家和个人玩家从游戏中获得的态度学习是相似的。此外,与传统教学方法相比,游戏的态度学习效果更高。采访解释了游戏玩家的学习经历以及它是如何产生亲环境行为的。
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来源期刊
TechTrends
TechTrends EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.70
自引率
8.00%
发文量
125
期刊介绍: TechTrendsis a leading publication for professionals in the educational communication and technology field. As such its major purposes are: to provide a vehicle for the exchange of information among professional practitioners concerning the management of media and programs, the application of educational technology principles and techniques to instructional programs, corporate and military training, and any other kinds of information that can contribute to the advancement of knowledge of practice in the field, to provide a means by which practictioners can be kept current on the latest developments in the design, manufacture, and use of communications materials and devices; and to provide a vehicle for communication among the members of AECT to share information. TechTrends considers manuscripts of the following types:Reports of innovative and/or exemplary practice. General articles discussing matters of concern to practitioners. Critical reviews of important literature, materials, and devices related to the field. Summaries of research translated into practical application. Reports of developmental programs and trends of national and international significance. News of the latest products, both materials and devices, for use in the field. Articles of use to managers and various specializations within the general educational communications and technology field.TechTrends is a peer-reviewed publication, and submitted manuscripts are reviewed without bias by a panel of consulting editors and other professionals with expertise in the topics TechTrendsis a leading publication for professionals in the educational communication and technology field. As such its major purposes are: to provide a vehicle for the exchange of information among professional practitioners concerning the management of media and programs, the application of e ducational technology principles and techniques to instructional programs, corporate and military training, and any other kinds of information that can contribute to the advancement of knowledge of practice in the field, to provide a means by which practictioners can be kept current on the latest developments in the design, manufacture, and use of communications materials and devices; and to provide a vehicle for communication among the members of AECT to share information. TechTrends considers manuscripts of the following types:Reports of innovative and/or exemplary practice. General articles discussing matters of concern to practitioners. Critical reviews of important literature, materials, and devices related to the field. Summaries of research translated into practical application. Reports of developmental programs and trends of national and international significance. News of the latest products, both materials and devices, for use in the field. Articles of use to managers and various specializations within the general educational communications and technology field.TechTrends is a peer-reviewed publication, and submitted manuscripts are reviewed without bias by a panel of consulting editors and other professionals with expertise in the topics
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