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Integrating Ocean Literacy into Secondary Education through Gamification: The Case of Marine Dobble
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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.
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 implementation of Marine Dobble, a gamified educational tool inspired by the popular card game Dobble, adapted with illustrations of marine species from the Andalusian coast (Spain). The aim was to foster knowledge, awareness, and commitment toward marine biodiversity conservation among secondary school students. The intervention was conducted in five 1st-year ESO classes (n = 110, ages 12–13) in Cádiz, Spain, through a one-hour workshop facilitated by an environmental educator. A qualitative exploratory design was employed, using observation chronicles to record students’ participation, reactions, and learning evidence. The activity combined fast-paced gameplay with five reflective “pauses” addressing key concepts: marine habitats, species adaptations, scientific curiosities, environmental problems, and personal commitment. Results show high levels of motivation, participation, and engagement, with notable emotional and cognitive responses to less-known contents, such as the ecological role of microalgae and the existence of marine plants. Students progressively improved their use of scientific terms and formulated concrete actions for ocean conservation, including reducing plastic waste and promoting sustainable consumption. Differences among groups highlighted the importance of teacher involvement and classroom climate. This study concludes that gamification, when contextualized and combined with reflective dialogue, is an effective strategy to integrate ocean literacy into secondary education. Marine Dobble proves to be a replicable tool that fosters meaningful learning, environmental awareness, and pro-sustainability attitudes in young learners.
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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.
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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.
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