游戏化和可持续用水:以BLUTUBE教育项目为例

Roberto Di Paolo, Veronica Pizziol
{"title":"游戏化和可持续用水:以BLUTUBE教育项目为例","authors":"Roberto Di Paolo, Veronica Pizziol","doi":"10.1177/10468781231181652","DOIUrl":null,"url":null,"abstract":"In a world increasingly stressed by climate change and scarcity of natural resources, the prosocial behaviors of new generations become increasingly essential, especially when aimed at sustainability. This study aims to investigate the gamified system applied to the game-based educational program BLUTUBE, designed to promote better practices regarding virtuous water usage in the primary schools of the Municipality of Lucca. We analyze the self-reported sustainable behaviors of almost 800 students of the 2nd, 3rd, and 4th grades, using a survey about water consumption and awareness of related topics. We examine the association between the increase in the self-reported prosocial behaviors, which occurs after the end of the educational program, and participation in different activities - measured by the number of accumulated points - stimulated through gamification. We find that higher participation in gamified activities corresponds more likely to a higher increase in reported sustainable behaviors. Moreover, we observe that this result is led by specific activities - playing the board game Blutube at school, playing the urban game, and taking pictures of virtuous actions - rather than others - playing the board game at home. Lastly, given the difference between genders in the perceived benefits from gamification, we find that males increase more their awareness about sustainable behaviors by playing more the board game than females. In contrast, females raise their awareness when playing the urban game more. We suggest that playing the board game in a broader social context, such as school, can enhance the perception of children’s behaviors’ impacts on the external environment. Also, to effectively promote sustainable behaviors, educators should consider using game-based learning materials that incorporate rewards mechanisms into the activities. This work sheds light on the relationship between gamification and pro-environmental behaviors, laying the ground for future research.","PeriodicalId":190710,"journal":{"name":"Simulation & Gaming","volume":"37 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-06-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Gamification and Sustainable Water Use: The Case of the BLUTUBE Educational Program\",\"authors\":\"Roberto Di Paolo, Veronica Pizziol\",\"doi\":\"10.1177/10468781231181652\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In a world increasingly stressed by climate change and scarcity of natural resources, the prosocial behaviors of new generations become increasingly essential, especially when aimed at sustainability. This study aims to investigate the gamified system applied to the game-based educational program BLUTUBE, designed to promote better practices regarding virtuous water usage in the primary schools of the Municipality of Lucca. We analyze the self-reported sustainable behaviors of almost 800 students of the 2nd, 3rd, and 4th grades, using a survey about water consumption and awareness of related topics. We examine the association between the increase in the self-reported prosocial behaviors, which occurs after the end of the educational program, and participation in different activities - measured by the number of accumulated points - stimulated through gamification. We find that higher participation in gamified activities corresponds more likely to a higher increase in reported sustainable behaviors. Moreover, we observe that this result is led by specific activities - playing the board game Blutube at school, playing the urban game, and taking pictures of virtuous actions - rather than others - playing the board game at home. Lastly, given the difference between genders in the perceived benefits from gamification, we find that males increase more their awareness about sustainable behaviors by playing more the board game than females. In contrast, females raise their awareness when playing the urban game more. We suggest that playing the board game in a broader social context, such as school, can enhance the perception of children’s behaviors’ impacts on the external environment. Also, to effectively promote sustainable behaviors, educators should consider using game-based learning materials that incorporate rewards mechanisms into the activities. This work sheds light on the relationship between gamification and pro-environmental behaviors, laying the ground for future research.\",\"PeriodicalId\":190710,\"journal\":{\"name\":\"Simulation & Gaming\",\"volume\":\"37 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-06-05\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Simulation & Gaming\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1177/10468781231181652\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Simulation & Gaming","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1177/10468781231181652","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

摘要

在一个因气候变化和自然资源匮乏而日益紧张的世界里,新一代的亲社会行为变得越来越重要,尤其是在可持续发展方面。本研究旨在调查应用于基于游戏的教育项目BLUTUBE的游戏化系统,该项目旨在促进卢卡市小学良性用水的更好实践。我们分析了近800名二、三、四年级学生的自我报告的可持续行为,使用了一项关于水消耗和相关主题意识的调查。我们研究了自我报告的亲社会行为的增加(发生在教育项目结束后)与参与不同活动(通过游戏化刺激的累积点数来衡量)之间的关系。我们发现,对游戏化活动的参与度越高,报告的可持续行为就越有可能增加。此外,我们观察到,这一结果是由具体的活动导致的——在学校玩棋盘游戏Blutube,玩城市游戏,在家里玩棋盘游戏时拍下善行的照片,而不是其他人。最后,考虑到从游戏化中获得的利益在性别上的差异,我们发现男性比女性通过玩更多桌游来提高他们对可持续行为的意识。相比之下,女性在玩城市游戏的时候会提高自己的意识。我们认为,在更广泛的社会背景下玩棋盘游戏,如学校,可以增强儿童行为对外部环境影响的感知。此外,为了有效地促进可持续行为,教育工作者应该考虑使用基于游戏的学习材料,将奖励机制融入到活动中。这项工作揭示了游戏化和亲环境行为之间的关系,为未来的研究奠定了基础。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification and Sustainable Water Use: The Case of the BLUTUBE Educational Program
In a world increasingly stressed by climate change and scarcity of natural resources, the prosocial behaviors of new generations become increasingly essential, especially when aimed at sustainability. This study aims to investigate the gamified system applied to the game-based educational program BLUTUBE, designed to promote better practices regarding virtuous water usage in the primary schools of the Municipality of Lucca. We analyze the self-reported sustainable behaviors of almost 800 students of the 2nd, 3rd, and 4th grades, using a survey about water consumption and awareness of related topics. We examine the association between the increase in the self-reported prosocial behaviors, which occurs after the end of the educational program, and participation in different activities - measured by the number of accumulated points - stimulated through gamification. We find that higher participation in gamified activities corresponds more likely to a higher increase in reported sustainable behaviors. Moreover, we observe that this result is led by specific activities - playing the board game Blutube at school, playing the urban game, and taking pictures of virtuous actions - rather than others - playing the board game at home. Lastly, given the difference between genders in the perceived benefits from gamification, we find that males increase more their awareness about sustainable behaviors by playing more the board game than females. In contrast, females raise their awareness when playing the urban game more. We suggest that playing the board game in a broader social context, such as school, can enhance the perception of children’s behaviors’ impacts on the external environment. Also, to effectively promote sustainable behaviors, educators should consider using game-based learning materials that incorporate rewards mechanisms into the activities. This work sheds light on the relationship between gamification and pro-environmental behaviors, laying the ground for future research.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信