Papers

61,005 results
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Article Tier 2

Designing Educational Game to Increase Environmental Awareness

Researchers designed an educational video game to raise environmental awareness about plastic waste and ocean pollution in Indonesian students. The game showed measurable improvements in environmental knowledge and pro-environmental attitudes among players.

2021 International Journal of Emerging Technologies in Learning (iJET) 21 citations
Article Tier 2

Promoting Sustainable Behavior Using Serious Games: SeAdventure for Ocean Literacy

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.

2020 IEEE Access 39 citations
Article Tier 2

Designing and Developing Digital Computer Game of Plastic Waste Awareness for Young Children

Researchers designed a digital educational computer game to raise plastic waste awareness among young children, using character-driven gameplay to teach waste management behaviors. The game was developed through iterative visual design and tested for its ability to engage children and build positive attitudes toward reducing plastic pollution.

2024 Journal of Games Game Art and Gamification
Article Tier 2

Educational games about the environment: The microplastics escape game OCEAN EYE

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.

2022 Zenodo (CERN European Organization for Nuclear Research)
Article Tier 2

Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly!

Researchers developed and evaluated 'MoreGoJelly!', a serious game focused on jellyfish and microplastics governance, as a tool to enhance ocean literacy among the public. The study reviewed the history of serious games for ocean education since the 1970s and presented outcomes from a series of game deployments, finding that hybrid and analogue game formats are increasingly relevant alongside digital approaches.

2024 Cambridge Prisms Plastics 1 citations
Article Tier 2

Gamification and ocean literacy in early secondary education

This study evaluated the use of a gamified mobile app to improve ocean literacy and environmental awareness in secondary school students. Engaging young people about ocean health through digital games could help build understanding of microplastic pollution and motivate behavior change.

2021 Figshare 3 citations
Article Tier 2

Mobile Augmented Reality Games Towards Smart Learning City Environments: Learning About Sustainability

This study explored how mobile augmented reality games can teach sustainability concepts, including environmental pollution from plastics, within smart city learning environments. Students who played location-based AR games showed increased awareness of environmental protection and sustainability issues. The research suggests that gamified learning tools could be effective at raising public awareness about environmental challenges including plastic pollution.

2025 Computers 5 citations
Article Tier 2

Mobile Augmented Reality Games Towards Smart Learning City Environments: Learning Sustainability with the [Project’s Name] App

This study evaluated mobile augmented reality games as educational tools for teaching sustainability competencies in a smart learning city context, with one module addressing plastic pollution and microplastic awareness among urban residents and students.

2025 Preprints.org 2 citations
Article Tier 2

«Let’s Go Deep into the Game to Save Our Planet!» How an Immersive and Educational Video Game Reduces Psychological Distance and Raises Awareness

Researchers found that an immersive educational video game about plastic pollution effectively reduced psychological distance and increased awareness among players, suggesting that interactive media can be a powerful tool for environmental education beyond traditional climate change messaging.

2022 Sustainability 27 citations
Article Tier 2

Sensory Virtual Interaction Design Based on the Impact of Microplastics on Ecosystem

Researchers designed a virtual reality interactive experience that communicates the impact of microplastics on ecosystems to audiences. Using immersive virtual environments to convey scientific information about microplastic pollution could improve public understanding and engagement with this environmental issue.

2023 AHFE international
Article Tier 2

Design of an Intrinsically Motivating AR Experience for Environmental Awareness

Researchers designed an augmented reality learning experience called 'Resized Plastic' to raise environmental awareness about microplastics by leveraging intrinsic motivation principles. The experience was built on Dunleavy's AR framework to provide users with a systemic overview of the microplastics issue and connect it to everyday actions.

2022 Proceedings of the Design Society 8 citations
Article Tier 2

Learning Effects of Augmented Reality and Game-Based Learning for Science Teaching in Higher Education in the Context of Education for Sustainable Development

Researchers tested an augmented reality game-based learning environment called 'Beat the Beast' to teach university students about microplastics across biology, chemistry, and engineering disciplines. A study of 203 pre-service teachers compared settings with and without augmented reality and game elements to measure effects on motivation, knowledge, and sustainability outcomes. The findings contribute to understanding how emerging educational technologies can support interdisciplinary science teaching about environmental topics.

2023 Sustainability 31 citations
Article Tier 2

Golden Seal Project: An IoT-Driven Framework for Marine Litter Monitoring and Public Engagement in Tourist Areas

Researchers developed the Golden Seal project, an IoT-driven framework that deploys sensor networks and gamified recycling systems in coastal tourist areas to monitor and reduce marine litter while increasing public engagement with plastic pollution issues.

2025 Applied Sciences
Article Tier 2

Promoting the Sustainability of Artisanal Fishing through Environmental Education with Game-Based Learning

Researchers developed and evaluated a game-based environmental education program on artisanal fishing sustainability for over 1,000 primary school students in northwest Spain, using qualitative methodology to assess learning outcomes. The approach demonstrates how game-based learning can be used to promote ocean conservation aligned with UN Sustainable Development Goal 14.

2023 Sustainability 17 citations
Article Tier 2

Marine litter education: From awareness to action

An educational intervention on marine litter designed for students from primary to high school level, incorporating lab work and a beach clean-up, significantly changed participants knowledge, perceptions, and behavioral intentions as measured by pre- and post-questionnaires.

2023 Marine Pollution Bulletin 23 citations
Article Tier 2

Review: Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly! — R0/PR2

This review examines how serious games and digital games can contribute to ocean literacy education, tracing their evolution since the 1970s and evaluating their effectiveness in communicating complex topics such as microplastic pollution and jellyfish ecology to the public. The study finds that well-designed serious games can meaningfully improve public understanding of marine environmental issues.

2024
Article Tier 2

Recommendation: Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly! — R1/PR6

This peer review recommendation evaluates a study on the MoreGoJelly! serious game series, which assessed analogue and digital game formats for raising awareness about marine litter and microplastics as tools for improving ocean literacy.

2024
Article Tier 2

Recommendation: Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly! — R0/PR3

Researchers evaluated the serious game 'MoreGoJelly!' as a tool for improving ocean literacy and engaging the public with microplastics governance challenges involving jellyfish interactions. The study examined how game-based learning can make complex ocean environmental issues accessible and promote understanding of policy solutions among diverse audiences.

2024
Article Tier 2

"value of Amobile Game-based App Towards Education for Sustainability"

This paper describes the EduPARK mobile app, which uses game-based learning to promote sustainability education in park environments. The tool encourages students to explore local ecosystems and learn environmental concepts through interactive play. Apps like this can build long-term pro-environmental attitudes that may reduce plastic waste behavior.

2023
Article Tier 2

Decision: Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly! — R0/PR4

Researchers evaluated the MoreGoJelly! serious game, a hybrid analogue game about jellyfish and microplastics governance, testing it across three Norwegian geographical regions with future-generation stakeholders to assess its effectiveness for ocean literacy education.

2024
Article Tier 2

In My Boat: a card game designed by community researchers to explore the impact of environmental change on marine ecosystems

Researchers developed an educational card game exploring climate and pollution threats to marine ecosystems through a participatory action research methodology in collaboration with a grassroots community group, finding that participants had general environmental awareness but limited understanding of the causes of environmental change. The study demonstrates that community-co-designed card games can effectively serve as accessible tools for disseminating marine pollution and climate science to the public.

2025
Article Tier 2

Development of microplastics pollution e-module in Sengguruh reservoir based on problem-based learning

Researchers developed a problem-based learning e-module on microplastic pollution in the Sengguruh Reservoir, achieving validity ratings of 95-100% from expert validators and practicality ratings above 93% from both teachers and students.

2024 AIP conference proceedings
Article Tier 2

Decision: Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly! — R1/PR7

This peer review decision evaluates a study presenting the MoreGoJelly! serious game series for ocean literacy, examining how analogue and digital games can educate the public about marine litter and microplastics governance through game-based learning approaches.

2024
Article Tier 2

Full Issue, Volume 3

Researchers developed a virtual reality framework to engage people living in coastal cities with flood hazard awareness, addressing the tendency to underestimate climate-change-driven increases in coastal flood frequency and magnitude through immersive visual storytelling.

2024 ˜The œCalifornia State University journal of sustainability and climate change