Approaching Sustainability Learning Via Digital Serious Games

被引:19
|
作者
dos Santos, Alysson Diniz [1 ,2 ]
Strada, Francesco [1 ]
Bottino, Andrea [1 ]
机构
[1] Politecn Torino, Dept Control & Comp Engn, Comp Graph & Vis Grp, I-10129 Turin, Italy
[2] Univ Fed Ceara, Inst Univ Virtual, BR-60020181 Fortaleza, Ceara, Brazil
来源
关键词
Educational games; sustainability; learning; simulation; DESIGN; GAMIFICATION; MODEL; AFFORDANCES; EXPERIENCE; FRAMEWORK;
D O I
10.1109/TLT.2018.2858770
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Finding proper ways to address learning about sustainability is a relevant issue. Sustainability learning has to face some inherent complexities, due to two main factors: the interdisciplinary domains related to sustainability issues, such as ecology, economics, politics, and culture, and the involvement of several social structures, such as individuals, families, and communities. One recent research proposal is to exploit serious games to foster learning in this area. This resulted in a significant increase in the number of approaches discussed in the literature over the last few years. Notwithstanding this growing scenario, sustainability serious games still lack a reasoned evaluation, in order to clarify their possible applications and to define effective design strategies to approach them. To this end, in this paper, we investigate the current state of the art of serious games for sustainability, identifying, and discussing the most common applications. The research process included both scientific publications and unpublished materials. References were searched according to guiding questions, which helped focus the extraction of information, and through recursive browsing of their citations. Based on the research results, we propose a taxonomy for sustainability serious games and a classification of reviewed works according to this taxonomy. We also analyze design strategies, drawn from the literature, expressly conceived for the development of effective sustainability serious games. Finally, we discuss the current challenges and present possible areas of research in this field.
引用
收藏
页码:303 / 320
页数:18
相关论文
共 50 条
  • [1] Serious play: Literacy, learning, and digital games
    Kuhn, Jeff
    [J]. LANGUAGE LEARNING & TECHNOLOGY, 2018, 22 (02): : 42 - 45
  • [2] Serious play: literacy, learning and digital games
    Burn, Andrew
    [J]. ENGLISH IN EDUCATION, 2019, 53 (03) : 267 - 271
  • [3] The interplay between metacognitive strategies and learning styles in learning via serious games
    Pouralvar, Kazem
    Sekhavat, Yoones A.
    Roohi, Samad
    [J]. PROCEEDINGS OF THE 2019 INTERNATIONAL SERIOUS GAMES SYMPOSIUM (ISGS), 2019, : 129 - 134
  • [4] Serious games for modelling sustainability skills and competencies
    Gheorghe, Ancuta Florentina
    Stefan, Ioana Andreea
    Stefan, Antoniu
    Hauge, Jannicke Baalsrud
    Soebke, Heinrich
    [J]. PROCEEDINGS OF THE 15TH INTERNATIONAL CONFERENCE ON VIRTUAL LEARNING (ICVL-2020), 2020, : 424 - 431
  • [5] Personalization of serious games for learning
    Bontchev, Boyan Paskalev
    Terzieva, Valentina
    Paunova-Hubenova, Elena
    [J]. INTERACTIVE TECHNOLOGY AND SMART EDUCATION, 2021, 18 (01) : 50 - 68
  • [6] Creative Learning with Serious Games
    Protopsaltis, Aristidis
    Pannese, Lucia
    Hetzner, Sonia
    Pappa, Dimitra
    de Freitas, Sara
    [J]. INTERNATIONAL JOURNAL OF EMERGING TECHNOLOGIES IN LEARNING, 2010, 5 : 4 - 6
  • [7] SELEAG - Serious Learning Games
    de Carvalho, Carlos Vaz
    Gouveia, David
    Lopes, Duarte
    [J]. PROCEEDINGS OF THE 9TH EUROPEAN CONFERENCE ON E-LEARNING, VOL 1, 2010, : 790 - 792
  • [8] Serious Games for Effective Learning
    Supriana, Iping
    Agustin, Ririn Dwi
    Abu Bakar, Marini
    Zin, Nor Azan Mat
    [J]. PROCEEDINGS OF THE 2017 6TH INTERNATIONAL CONFERENCE ON ELECTRICAL ENGINEERING AND INFORMATICS (ICEEI'17), 2017,
  • [9] SERIOUS GAMES AND TRAINING IN THE DIGITAL SOCIETY
    Marcano, Beatriz
    [J]. EDUCATION IN THE KNOWLEDGE SOCIETY, 2008, 9 (03): : 93 - 107
  • [10] Application and trends of serious games as a didactic tool for sustainability
    Ochoa Silva, Felipe A.
    Chalmeta, Ricardo
    [J]. ETIC NET-REVISTA CIENTIFICA ELECTRONICA DE EDUCACION Y COMUNICACION EN LA SOCIEDAD DEL CONOCIMIENTO, 2020, 20 (02): : 242 - 261