从灰色到绿色:用增强现实技术参与可持续发展教育中的游戏化

Yujun Ma, Nga Yin Dik, Sui Leung Walter Fung
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摘要

近几十年来,在城市化和社会创新的意义上,可持续发展和碳中和的话题越来越受到社会和学术界的关注。学者们一直在提出实现可持续发展的方法,他们强调对公民进行可持续发展伦理教育的重要性。此外,在教育背景下,应用游戏化概念来促进可持续性也成为一种趋势。先前的研究表明,游戏化可以通过互动内容和奖励系统吸引学生,从而激励他们学习和应用知识。然而,可以找到有限的文章,提出开发绿色创新教育的技术应用方法。此外,将游戏化纳入可持续发展教育的兴趣甚少,尤其是在香港。了解到模拟游戏可以提高学生的学习好奇心,我们设计了一个基于增强现实的教育移动应用程序,以调查他们对可持续教育学习过程中参与技术和游戏化的看法。在这个应用程序中,有三个主要的组件。首先,课程包含各种模拟游戏,让学习者掌握实用技能,培养可持续的生活习惯。卡通和动画可以更好地解释抽象的生态理论,学习者可以实时与游戏角色/元素互动,以获得高级的游戏体验。其次,为了激励学生学习内容,赢得小游戏后可以获得数字成就徽章,并可以在社交媒体平台上分享。期望奖励制度能吸引学生积极参与。最后,我们希望透过这个应用程式,让香港市民和全球参与香港的绿甲板计划,并鼓励更多社会人士参与。结合应用架构,本研究期望探讨实施游戏与增强实境对可持续发展教育的影响。本研究将设置两个调查(前调查和后调查)来评估学生对可持续发展的学习经验和知识获取情况。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Turning Grey to Green: Engaging Gamification in Sustainability Education with Augmented Reality Technology
In recent decades, topics of sustainability and carbon neutrality are getting more attention from society and academia in the sense of urbanization and social innovation. Scholars have been proposing methods to achieve sustainability and they emphasize the importance of educating citizens about the ethics of sustainability. Also, in the educational context, there is a trend in applying gamification concepts to promote sustainability. Previous studies have demonstrated that gamification can engage students through interactive content and reward systems, so that they can be motivated to learn and apply knowledge. Nevertheless, limited articles can be found to propose methods for developing technological applications for green innovation education. In addition, scant interest has been shown to include gamification in sustainability education, especially in Hong Kong. Knowing that simulation games may raise students’ curiosity to learn, we designed an augmented-reality-based educational mobile application to investigate their perception of engaging technologies and gamification in the learning process of sustainability education. In this application, there are three major components to be presented. First, various simulation games are included to educate learners with practical skills to nurture sustainable living habits. Cartoons and animations are added to better explain abstract ecological theories, and learners can interact with game characters / elements in real-time motion for an advanced gaming experience. Second, to motivate students to learn the content, digital achievement badges can be earned after winning the mini-games and they can be shared on social media platforms. It is expected that the reward system can attract students to participate actively. Last but not least, the application is hoped to engage Hong Kong citizens and the globe in the Green Deck project of Hong Kong and encourage more social involvement. With reference to the application structure, this study is expected to explore the effects of implementing games and augmented reality on education for sustainable development. Two surveys (pre- and post-surveys) would be established to evaluate the students’ learning experience and knowledge acquisition on sustainability.
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