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Papers
20 resultsShowing papers similar to VR Let My Creativity Out: Youth Creating with Immersive Learning Technologies
ClearThe 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.
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.
Application of Digital Technology in Environmental Literacy Education for Teenagers
Researchers investigated whether virtual environments based on digital technology could improve environmental literacy levels among teenagers, using a controlled study with experimental and control groups receiving different educational interventions. They found through T-tests that virtual environment-based education significantly improved adolescents' environmental literacy scores compared to conventional teaching methods.
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.
Documenting Children’s Spatial Reasoning through Art: A Case Study on Play-Based STEAM Education
Researchers examined how children's art can document emergent spatial reasoning in a play-based STEAM education context, analyzing art created as part of a participatory design-based research project integrating play, environmental education, and embodiment. The study found that art provides a window into children's sensemaking of spatial relationships, supporting the case for spatial reasoning as a cross-domain component of STEAM curricula.
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.
«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.
Qualitatively recognizing the dimensions of student environmental identity development within the classroom context
This study qualitatively identified eight dimensions of environmental identity development in elementary school students engaged in a pollution-focused science curriculum, finding that emotional responses and personal meaning emerged as distinct dimensions not previously captured in adult environmentalist research.
A Study of Student Learning Attitudes and Motivation in Technological Processes in Learning
This paper is not about microplastics — it is a survey study examining how student attitudes and motivation shape the adoption of technology in educational settings.
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.
Virtual Reality Workshop at the Grand Challenge 2022 – A Review with two Case Studies
This review describes a virtual reality design workshop at the Royal College of Art that engaged students in tackling major global challenges through interdisciplinary collaboration. The event included environmental topics relevant to plastic pollution and sustainability but contains no original microplastics research.
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.
Psychological Factors Affecting Young People’s Environmental Responsibility: Evidence from Public University Students
This study examined pro-environmental behavior levels and psychological factors -- including new media use, creative thinking, and environmental awareness -- among public university students, assessing how these factors influence young people's sense of environmental responsibility. The findings highlight gaps in environmental knowledge and the structural barriers that limit students' practical contributions to conservation.
Embodied eco-embroidery
This paper is not about microplastics; it reports on a transdisciplinary arts-and-crafts embroidery project as a model for sustainable STEAM education, exploring how creative craftsmanship can foster environmental awareness in students.
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.
An appreciative inquiry of youths’ experiences in the national service-learning program Ocean Bridge
This qualitative study evaluated the Ocean Bridge program — a national Canadian youth service-learning initiative focused on ocean health — through interviews with 2018 participants. It is an environmental education program evaluation with indirect relevance to ocean plastic pollution awareness.
The Effects of Sensory Cues on Immersive Experiences for Fostering Technology-Assisted Sustainable Behavior: A Systematic Review
This systematic review found that multisensory cues in virtual reality and gaming environments significantly enhance immersive experiences and increase adoption of sustainable behaviors. Visual and auditory feedback were the most commonly studied modalities, while haptic and olfactory cues remain underexplored but show high potential.
Pelatihan Daur Ulang Sampah Botol Plastik Sebagai Media Pembelajaran Pengelolaan Sampah Dan Kreativitas
Researchers conducted plastic bottle recycling training for elementary school students in Indonesia to increase knowledge of plastic waste management and develop creativity during the COVID-19 pandemic. The program successfully improved participants' understanding of recycling practices and was supported by parental involvement and strong participant motivation.
Adventures beyond anthropocentrism in virtual reality art
This essay examines how virtual reality art can leverage the medium's capacity to generate presence and body ownership illusions to challenge anthropocentric perspectives, exploring whether immersive VR experiences can foster more-than-human empathy and ecological awareness. The author investigates several VR artworks to assess whether embodied simulation of non-human perspectives can meaningfully shift viewers' relationships with the natural world.
Creating Creative Educational Opportunities among Engineering and Arts Students
This paper is not about microplastics — it describes an educational model that integrates engineering and arts students through design-thinking collaborative projects.