Daniel Fernández Galeote, Nikoletta-Zampeta Legaki, Juho Hamari
{"title":"从传统到基于游戏的气候变化学习:媒介比较实验","authors":"Daniel Fernández Galeote, Nikoletta-Zampeta Legaki, Juho Hamari","doi":"10.1145/3611039","DOIUrl":null,"url":null,"abstract":"Widespread climate change engagement is needed to confront our current environmental crises, but it remains difficult to attain. Methods such as visualizations and experiential learning activities, including games and gamification, have been proposed to engage citizens beyond what generic and one-way information sharing can, but rigorous studies comparing the effects of game-based learning with traditional methods are rare. Therefore, this study investigates the effects of a serious game vs. control on learning outcomes related to climate change concepts. We conducted an experiment involving N=105 participants randomly assigned to two treatment groups (a desktop screen-based video game and an immersive VR version of the same game) and a control (a text with charts) and investigated the differences between pre- and post-intervention measures of knowledge. The results show that all three conditions had a large effect on learning, but there were no significant improvement differences between groups. Therefore, video games, either on desktop or virtual reality, may be as effective as more traditional instructional materials. Based on detailed observations of the questionnaire data, we also provide game design recommendations. Future studies could focus on specific features of learning and cognitive engagement and expand this experimental design to affect and behavior.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"29 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"From Traditional to Game-Based Learning of Climate Change: A Media Comparison Experiment\",\"authors\":\"Daniel Fernández Galeote, Nikoletta-Zampeta Legaki, Juho Hamari\",\"doi\":\"10.1145/3611039\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Widespread climate change engagement is needed to confront our current environmental crises, but it remains difficult to attain. Methods such as visualizations and experiential learning activities, including games and gamification, have been proposed to engage citizens beyond what generic and one-way information sharing can, but rigorous studies comparing the effects of game-based learning with traditional methods are rare. Therefore, this study investigates the effects of a serious game vs. control on learning outcomes related to climate change concepts. We conducted an experiment involving N=105 participants randomly assigned to two treatment groups (a desktop screen-based video game and an immersive VR version of the same game) and a control (a text with charts) and investigated the differences between pre- and post-intervention measures of knowledge. The results show that all three conditions had a large effect on learning, but there were no significant improvement differences between groups. Therefore, video games, either on desktop or virtual reality, may be as effective as more traditional instructional materials. Based on detailed observations of the questionnaire data, we also provide game design recommendations. Future studies could focus on specific features of learning and cognitive engagement and expand this experimental design to affect and behavior.\",\"PeriodicalId\":36902,\"journal\":{\"name\":\"Proceedings of the ACM on Human-Computer Interaction\",\"volume\":\"29 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-09-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the ACM on Human-Computer Interaction\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3611039\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"Social Sciences\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the ACM on Human-Computer Interaction","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3611039","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"Social Sciences","Score":null,"Total":0}
From Traditional to Game-Based Learning of Climate Change: A Media Comparison Experiment
Widespread climate change engagement is needed to confront our current environmental crises, but it remains difficult to attain. Methods such as visualizations and experiential learning activities, including games and gamification, have been proposed to engage citizens beyond what generic and one-way information sharing can, but rigorous studies comparing the effects of game-based learning with traditional methods are rare. Therefore, this study investigates the effects of a serious game vs. control on learning outcomes related to climate change concepts. We conducted an experiment involving N=105 participants randomly assigned to two treatment groups (a desktop screen-based video game and an immersive VR version of the same game) and a control (a text with charts) and investigated the differences between pre- and post-intervention measures of knowledge. The results show that all three conditions had a large effect on learning, but there were no significant improvement differences between groups. Therefore, video games, either on desktop or virtual reality, may be as effective as more traditional instructional materials. Based on detailed observations of the questionnaire data, we also provide game design recommendations. Future studies could focus on specific features of learning and cognitive engagement and expand this experimental design to affect and behavior.