Papers

61,005 results
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Article Tier 2

Water Bodies: VR Interactive Narrative and Gameplay for Social Impact

A virtual reality experience called Water Bodies takes participants through the human stomach to visualize how microplastics accumulate in the body from daily consumption. The immersive format was designed to motivate behavior change and connect participants emotionally to the abstract problem of microplastic pollution.

2019 9 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

Informing the Public about Microplastics through a University and Museum Partnership

Researchers partnered with a museum to create public exhibits about microplastics, evaluating whether the experience improved visitor knowledge and concern about plastic pollution. The study found that interactive museum exhibits effectively raised public awareness — an important complement to scientific research in motivating behavioral changes to reduce plastic use.

2023 Journal of Chemical Education 2 citations
Article Tier 2

Public knowledge of microplastics for pro-environmental behavior

Researchers analyzed public knowledge of microplastics and its relationship to pro-environmental behavior, finding that because microplastics are invisible to the naked eye, public perception depends entirely on external information sources rather than direct experience, with implications for environmental communication strategies.

2022 Zenodo (CERN European Organization for Nuclear Research)
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

Facilitating Experience through Fabrication and Blue Biophilic Design

This thesis explores design approaches inspired by the natural world to communicate the urgency of ocean pollution and climate change to the public. Effective communication of environmental problems like microplastic contamination is essential for building the public awareness needed to drive behavioral and policy change.

2019 Scholarship @ Claremont (The Claremont Colleges)
Article Tier 2

Vanishing Point Unseen : an art/science collaboration and exhibition on the impact of microplastics in our oceans

This paper describes Vanishing Point, an art-science collaboration and exhibition raising public awareness of ocean plastic pollution and its ecological and social impacts. The project illustrates how scientific findings about microplastics can be communicated to broader audiences through visual art and storytelling.

2017 Figshare
Article Tier 2

Producing and Communicating an Interactive Popular Science Video for New Media: Using as an Example the Theme of Marine Microplastics Spelling Big Problems for Future Generations

This paper describes the production and communication strategies for an interactive science video on microplastic pollution aimed at a general audience. It discusses how popular science media can bridge the gap between complex research findings and public understanding of environmental threats.

2017 4 citations
Article Tier 2

A Study on Environmentally Sustainable Interaction Design Guided by User Behavior: Addressing Unsustainable Consumption

Researchers developed a hybrid physical-digital interaction system using gamification, narrative design, and mixed-reality technologies to guide pro-environmental consumer behavior, constructing a closed-loop system that transforms abstract environmental responsibility into tangible participatory practices.

2025 Communications in Humanities Research
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

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.

2023 Journal of Environmental Analysis and Progress
Article Tier 2

Designing an Informative Pop-Up Book about Microplastic Particles for 8-13 Years Old Children

Indonesian designers created an interactive pop-up book about microplastics aimed at children aged 8–13 to address the lack of plastic waste education in schools. The project aims to raise environmental awareness and encourage responsible behavior from an early age.

2020 International Conference of Innovation in Media and Visual Design
Article Tier 2

Increasing knowledge and awareness of microplastic pollution in United States middle school students in a hybrid-classroom setting through science education

Researchers assessed microplastic pollution knowledge and awareness among middle school students in the United States, finding significant gaps in understanding of microplastic sources, pathways, and human health implications. The study highlights an educational opportunity and suggests targeted curriculum integration could improve scientific literacy around plastic pollution in younger generations.

2024 Journal of Geoscience Education 5 citations
Article Tier 2

Flash Flood!: a SeriousGeoGames activity combining science festivals, video games, and virtual reality with research data for communicating flood risk and geomorphology

This paper describes a public engagement activity called Flash Flood! that uses games and science festivals to help people understand flood risk and geomorphology. Engaging the public with environmental science supports broader awareness of pollution threats including microplastics in freshwater systems.

2020 Geoscience Communication 35 citations
Article Tier 2

Making sense of microplastics? Public understandings of plastic pollution

Researchers conducted focus groups to explore public understanding of microplastics and plastic pollution. Most participants were unaware of microplastics, and few connected their personal plastic use to ocean pollution, instead associating the issue with distant images like the Great Pacific Garbage Patch. The study suggests that the invisible scale of microplastics, limited scientific understanding, and deeply embedded cultural habits around plastic use present significant barriers to behavior change.

2020 Marine Pollution Bulletin 293 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

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

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

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

Raising environmental awareness: evaluating microplastic education interventions in Jakarta’s high schools

Researchers found that hands-on, interactive teaching methods work better than traditional lectures for helping high school students understand microplastic pollution (tiny plastic particles that can harm our health and environment). However, actually changing students' attitudes and behaviors about plastic use may require longer, more comprehensive programs. This matters because educating young people effectively about microplastics could help reduce plastic pollution that ends up in our food and water.

2026 International Journal of Adolescent Medicine and Health
Article Tier 2

Microplastics Outreach Program: A Systems-Thinking Approach To Teach High School Students about the Chemistry and Impacts of Plastics

An outreach program for high school students used a systems-thinking approach to teach the chemistry of plastics, microplastic pollution, and environmental impacts. Student participants showed improved understanding of how plastic production and disposal connect to ocean ecology and human health.

2019 Journal of Chemical Education 24 citations
Article Tier 2

Revealing the Invisible: Marine Plastic Waste and its Effects in Science-Inspired Visual Art

This paper explores how science-inspired visual art can make invisible marine plastic pollution perceptible to the public by translating scientific data into aesthetic experiences. The authors argue that artistic visualizations close the perceived distance between everyday life and ocean plastic harm, fostering stronger public engagement with pollution issues.

2025 IOP Conference Series Earth and Environmental Science
Article Tier 2

Microplastics in the Environment: Raising Awareness in Primary Education

This study developed and evaluated a microplastics education program for primary school children, finding that age-appropriate lessons about plastic pollution could meaningfully increase students' environmental awareness. The authors argue that early education is a key component of long-term plastic pollution reduction strategies.

2020 The American Biology Teacher 17 citations
Article Tier 2

Message in a (Plastic) Bottle

Researchers developed an educational activity in which students create a 'MicroGlobe' model mimicking real-world microplastic contamination in marine environments, calculating percentages of different microplastic types (beads, fragments, films, fibers) and generating pie charts to compare their data with real-world distributions, with modifications for students with visual impairments.

2024 Current The Journal of Marine Education