Papers

61,005 results
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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

"raising Students’ Awareness About Nature Conservation: from the Park to the City"

This paper presents the EduCITY project, which uses mobile devices, augmented reality, and outdoor games to teach students about nature conservation and environmental sustainability. The approach brings environmental education out of the classroom into urban and natural settings. The project is relevant to microplastics awareness as it promotes environmental literacy in school-age children.

2023 1 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

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

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

"raising Students’ Awareness About Nature Conservation: from the Park to the City"

This is a duplicate entry for the EduCITY project paper (same as 45586), describing the use of mobile learning, augmented reality, and environmental sensors to raise student awareness about nature conservation. The project combines digital tools with outdoor exploration to promote sustainable development education. Environmental education initiatives are important for cultivating the behavior changes needed to address plastic pollution.

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

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)
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
Systematic Review Tier 1

“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.

2023 Multimodal Technologies and Interaction 9 citations
Article Tier 2

Cross Platform Waste Reuse, Reduce And Recycle Management Application With Prototyping Methodology

Researchers developed a cross-platform waste management application using a prototyping methodology that incentivizes users to reduce, reuse, and recycle plastic waste by offering rewards for environmentally responsible behavior. The study addressed the lack of public motivation for 3R adoption by building a reward-based digital tool to increase community participation in plastic waste reduction.

2024 Applied Information System and Management (AISM)
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
Systematic Review Tier 1

Game-Based Solutions and the Plastic Problem: A Systematic Review

This systematic review looks at whether games and game-based tools can help people reduce plastic use and pollution. It found that while games can boost awareness and motivation around the plastic problem, there is limited evidence so far that they lead to lasting behavior change. The review highlights that creative approaches are needed to help people take action on reducing plastic waste.

2023 Sustainability 3 citations
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

The role of youth adventure programs for shaping a conservation ethic

This research examined how youth outdoor adventure programs foster conservation ethics and pro-environmental behaviors in participants that persist into adulthood. Environmental education that builds emotional connections to nature is important for developing the next generation of advocates for reducing plastic and microplastic pollution.

2021 Digital Collections of Colorado (Colorado State University) 1 citations
Article Tier 2

Persuade Oscar, the Grouch: A Design Approach for a Persuasive Gamified Smart Waste App

Researchers developed a design theory for persuasive gamified smart waste apps (SWAs) aimed at changing citizens' littering behavior, following a six-step design science approach including literature review and expert workshops. The study identified design principles and persuasive elements that could enhance internal motivation for correct litter disposal in urban smart city contexts.

2024 Proceedings of the ... Annual Hawaii International Conference on System Sciences/Proceedings of the Annual Hawaii International Conference on System Sciences 1 citations
Article Tier 2

Wilde Nachbarschaft, Wildnisbildung im Kontext einer Bildung für nachhaltige Entwicklung

This paper explores wilderness education in the context of sustainability, examining how contact with natural areas can foster environmental awareness. Environmental education efforts increasingly address plastic pollution and microplastics as key concerns for younger generations.

2021 oekom verlag eBooks 3 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

The implementation of learning apps in biological education: a quantitative study of the current situation in Austria

This is an education research paper surveying Austrian biology teachers about their use of learning apps in classrooms; it is not a microplastics research paper.

2023 Journal of Research in Innovative Teaching & Learning 7 citations
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

Contextual Teaching and Learning in Learning Environmental Pollution: the Effect on Student Learning Outcomes

This study evaluated contextual teaching and learning approaches for environmental pollution education, finding that connecting plastic pollution and waste concepts to real-world situations significantly improved student comprehension and motivation compared to conventional instruction.

2022 Prima Magistra Jurnal Ilmiah Kependidikan 22 citations
Article Tier 2

Knowledge of ecological concepts, environmental concern, and ecological behavior: A multiple correlation analysis

This education study examined the relationship between ecological knowledge, environmental concern, and pro-environmental behavior in students. Environmental education that increases knowledge about plastic pollution and microplastics is associated with greater concern and more sustainable behaviors.

2023 JPBI (Jurnal Pendidikan Biologi Indonesia) 1 citations