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61,005 resultsShowing papers similar to Author comment: Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly! — R0/PR1
ClearRecommendation: 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.
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.
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.
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.
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.
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.
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.
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.
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.
Pelucco's journey: Teaching kids about microplastic pollution and ocean protection
Researchers developed and evaluated 'Pelucco's Journey,' an educational initiative designed to teach children about microplastic pollution and ocean protection, framing scientific content within an accessible narrative for young audiences. The study drew on evidence that effective microplastic mitigation policies require paired public education to increase awareness and promote behavioral change.
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.
Marine odyssey: a non-immersive virtual reality game for marine litter awareness / Hykarl Ukasyah Mohamad Azahar and Fadhlina Izzah Saman
Researchers developed a non-immersive virtual reality game called 'Marine Odyssey' aimed at raising public awareness about marine litter and its impacts, using a Game Development Life Cycle framework to build an educational game-based learning tool.
How to Increase Ocean Literacy for Future Ocean Sustainability? The Influence of Non-Formal Marine Science Education
This study examined whether non-formal marine science education programs improve ocean literacy in students, finding that hands-on marine experiences significantly increased knowledge and environmental awareness. Improving ocean literacy is considered essential for building public support for policies to reduce marine plastic pollution.
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.
Protecting Children’s Rights to Development and Culture by Re-Imagining “Ocean Literacies”
This paper is not about microplastics. It explores children's human rights in relation to ocean health and environmental education, arguing that ocean literacy programs should incorporate diverse knowledge systems and environmental justice perspectives. While ocean pollution including plastics is part of the broader context, the paper is a legal and educational policy analysis rather than a study of microplastic contamination.
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.
The 8th Continent
Not a microplastics paper in the traditional research sense — "The 8th Continent" is a gamified augmented reality art installation designed to raise public awareness about the scale of plastic pollution, using participatory digital storytelling to create community dialogue about the plastic crisis.
“From Gamers into Environmental Citizens”: A Systematic Literature Review of Empirical Research on Behavior Change Games for Environmental Citizenship
This systematic review of 15 years of empirical research found that behavior change games can promote pro-environmental attitudes and knowledge, though evidence for lasting behavioral change remains limited. The findings are relevant to microplastic reduction efforts because they suggest that gamified interventions may raise awareness about plastic pollution but need stronger design to drive sustained reductions in plastic consumption.
«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.
Caixas didáticas para popularização científica dos microplásticos e impacto nos organismos e ecossistemas aquáticos
This Brazilian study developed and tested educational kits for teaching students about microplastics and their impacts on ecosystems, deploying the materials in public schools. Science education tools that make microplastic pollution tangible for students are important for building the public awareness needed to drive behavior change and support policy solutions.
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.
Game Save The Sea! as an Education Media to Prevent Water Pollution
An educational video game designed to teach players about water pollution—including plastic waste—was tested with Indonesian students. The game successfully increased environmental awareness and behavioral intentions around waste disposal.
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.
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.