Papers

61,005 results
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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 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

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

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

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

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

"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

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

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

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.

2024 UiTM Institutional Repositories (Universiti Teknologi MARA)
Article Tier 2

The role of the arts and crafts subject in education for sustainable development

Researchers conducted a qualitative study on the role of arts and crafts education in a Norwegian interdisciplinary teaching project focused on marine litter, using participatory observation and the Visual Art Based Participatory Method to analyze student outputs from grades 5-10. Results indicate that creative making processes in arts and crafts uniquely enable students to express and process emotional responses to marine plastic pollution beyond standard curriculum competence goals.

2022 Acta Didactica Norden 8 citations
Article Tier 2

How Marine Plastic Pollution Education Develops Secondary School Students’ Sustainability Competences

Researchers investigated how marine plastic pollution education affects Norwegian secondary school students' sustainability competences, knowledge, and attitudes toward biodiversity protection using pre- and post-test questionnaires with 50 students. Results showed that structured marine plastic pollution curricula can improve students' understanding of ecosystem impacts and motivate protective behaviors.

2025 Environmental sciences
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

The laboratory didactics in the training-learning processes of sea sciences applied to cultural heritage and environment: the case of "An Ocean of Science" project

Researchers evaluated an educational project called 'An Ocean of Science' that used marine science laboratory activities to develop practical skills and knowledge in secondary school students, focusing on cultural heritage in marine environments and ocean protection. Assessment of student engagement and learning outcomes across multiple laboratory sessions demonstrated that active, hands-on learning approaches effectively improved scientific competence and increased student awareness of marine environmental issues.

2023 ACTA IMEKO 4 citations
Article Tier 2

Scientific Literacy to Address Sustainability: A Study on Deep-Sea Mining Education with Adolescents from a Social Care Institution

An educational intervention on deep-sea mining for adolescents in a social care institution was assessed for scientific literacy outcomes, with findings highlighting both the potential and challenges of using this emerging topic to develop sustainability-oriented environmental education.

2025 Sustainability 3 citations
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
Systematic Review Tier 1

Application of gamification in Early Childhood Education and Primary Education: thematic analysis

This systematic review of 24 studies found that gamification in early childhood and primary education improved academic skills, collaboration, and student motivation across subjects. This study is not related to microplastics or environmental health but was included in the dataset due to its classification as a systematic review.

2023 Retos 18 citations
Article Tier 2

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.

2021 Journal of Business and Technology 2 citations
Article Tier 2

Eco-Gamification Platform to Promote Consumers’ Engagement in the Textile and Clothing Circular Value Chain

Researchers surveyed eco-gamification frameworks and analyzed their application to a proposed platform designed to engage textile and clothing consumers in circular economy behaviors such as consumer-to-consumer and consumer-to-business product exchange, aiming to extend product lifetimes and reduce the textile sector's substantial environmental footprint.

2023 Preprints.org 5 citations
Article Tier 2

Ocean Literacy’s Influence on Integrated Learning: Teachers’ Understanding and Involvement

Researchers investigated ocean literacy integration in Indonesian junior high school education, surveying 116 teachers to examine how their understanding of ocean literacy and participation in related training influenced their inclination toward integrated teaching approaches.

2025 Anatolian Journal of Education
Article Tier 2

A Implementação De Ações Para a Promoção Da Cultura Oceânica E Do Ods 14 Na Costa Nordeste Do Estado Do Pará Frente À Década Do Oceano

This Brazilian paper describes actions taken to promote ocean culture and support UN Sustainable Development Goal 14 (life below water) along the northeastern coast of Para state, during the UN Ocean Decade. Community initiatives addressed coastal erosion, overfishing, and mangrove depletion affecting the region's biodiversity. Protecting coastal ecosystems from plastic pollution is a central component of such ocean conservation programs.

2023 Revista Vitruvian Cogitationes
Article Tier 2

Local Wisdom Through Online Short Story Literacy as a Means of Marine Conservation

Researchers investigated the use of online short story literacy rooted in local wisdom as a tool for marine conservation education, documenting how social change has eroded traditional ecological knowledge and exploring digital literacy as a way to revive it. The study demonstrates the potential for combining cultural heritage and digital platforms to promote stewardship of degraded marine ecosystems.

2024 Asian Journal of Social and Humanities 1 citations