We can't find the internet
Attempting to reconnect
Something went wrong!
Hang in there while we get back on track
Integrating Ocean Literacy Through a Locally Contextualized Dobble-like Card Game: An Exploratory Classroom Implementation
AI summary Read the abstract
A gamified card game based on Dobble, adapted with local marine species illustrations, successfully engaged secondary school students in ocean literacy topics including plastic waste reduction. The activity demonstrates that playful, locally contextualized educational tools can build environmental awareness and motivate conservation commitments in young learners.
The accelerated loss of biodiversity and the limited integration of ocean literacy into school curricula highlight the urgent need for innovative approaches in Environmental Education for Sustainability (EES). This study presents the design and classroom implementation of Marine Dobble, a gamified educational activity inspired by the popular card game Dobble®, adapted with illustrations of marine species from the Andalusian coast (Spain). The objective was to explore the feasibility of this tool to foster knowledge, awareness, and commitment toward marine biodiversity conservation among secondary school students. The intervention was carried out in five 1st-year ESO classes (n = 110, ages 12–13) in Cádiz, Spain, during a one-hour workshop facilitated by an environmental educator. A qualitative exploratory design was employed, using group-level observation notes to document participation, reactions, and emergent learning evidence. The activity combined fast-paced gameplay with five reflective pauses addressing key topics: marine habitats, species adaptations, scientific curiosities, environmental problems, and personal commitment. Findings indicate high levels of engagement and participation, with frequent emotional and cognitive responses to novel content such as the ecological role of microalgae and the existence of marine plants. Students progressively incorporated scientific vocabulary and proposed actions for ocean conservation, including reducing plastic waste and promoting sustainable consumption. Differences among groups underscored the relevance of teacher involvement and classroom context for implementation success. Overall, the study suggests that contextualized gamification combined with reflective dialogue is a feasible and promising approach to integrate ocean literacy into secondary education.
More Papers Like This
Integrating Ocean Literacy into Secondary Education through Gamification: The Case of Marine Dobble
AI summary Read the abstract
Researchers designed and tested Marine Dobble, a gamified card game adapted to teach ocean literacy and marine biodiversity concepts to secondary school students, finding gamification an effective tool for integrating environmental education into curricula where ocean topics are underrepresented.
Promoting Sustainable Behavior Using Serious Games: SeAdventure for Ocean Literacy
AI summary Read the abstract
This study evaluated a serious video game called SeAdventure designed to improve ocean literacy and promote sustainable behavior around marine plastic pollution. Results indicated that game-based education can effectively increase environmental awareness and motivation for pro-ocean actions among players.
Educational games about the environment: The microplastics escape game OCEAN EYE
AI summary Read the abstract
Researchers developed and evaluated the OCEAN EYE microplastics escape game as an educational intervention targeting awareness and pro-environmental behavior among Austrian participants aged 15 and older, designing an evaluation framework to measure feasibility, willingness to act against microplastic pollution, and overall player experience.
A Gamified Teaching Proposal Using an Escape Box to Explore Marine Plastic Pollution
AI summary Read the abstract
This study designed and implemented an escape box activity for 79 seventh-grade students in Cádiz, Spain, integrating One Health perspectives on marine plastic pollution, ocean acidification, and biodiversity loss to promote transformative environmental education. Results revealed high student motivation and engagement with the storyline, and solid understanding of the link between marine plastic pollution and its effects on animal and human health, demonstrating gamified learning as an effective tool for environmental literacy.
Study of the Impact of a Teaching–Learning Sequence on Marine Plastic Pollution: Transformative Environmental Education and Serious Games in Initial Teacher Education
AI summary Read the abstract
Researchers tested a classroom activity, including an escape-room style box, to teach future primary school teachers about ocean plastic pollution. In a study of 25 teacher-training students in Spain, those who completed the activity showed a better understanding of how plastic pollution affects people, animals, and ecosystems, and reported they might use similar activities in their own future classrooms.
Research digests by email
When a large batch of papers lands in the Atlas, we read through it and send a short write-up of what stood out.