期刊
SIMULATION & GAMING
卷 44, 期 2-3, 页码 349-365出版社
SAGE PUBLICATIONS INC
DOI: 10.1177/1046878112470539
关键词
accessibility; actionable knowledge; action-based learning; civic action; climate change; crowdsourcing; design rationale; empathy-based action; empowerment; engaging experience; gamification; informed action; peer-generated user content; pilot study; positive peer pressure; relevance; real-world action game; social networking
资金
- National Science Foundation [1239783]
- Direct For Education and Human Resources
- Division Of Undergraduate Education [1239783] Funding Source: National Science Foundation
- Directorate For Geosciences
- Office of Polar Programs (OPP) [1043271] Funding Source: National Science Foundation
The literature on climate change education recommends social, accessible action-oriented learning that is specifically designed to resonate with a target audience's values and worldview. This article discusses GREENIFY, a real-world action game designed to teach adult learners about climate change and motivate informed action. A pilot study suggests that the game fostered the creation of peer-generated user content, motivated informed action, created positive pressure, and was perceived as a fun and engaging experience.
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