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61,005 resultsShowing papers similar to Game Save The Sea! as an Education Media to Prevent Water Pollution
ClearDesigning 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.
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.
«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.
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.
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.
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.
"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.
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.
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.
“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.
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.
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.
Edukasi Bahaya Sampah Plastik Terhadap Ekosistem Perairan Pada Siswa Kelas I Min 32 Kecamatan Mesjid Raya Kabupaten Aceh Besar
This Indonesian paper describes educational outreach to elementary school students about the dangers of plastic waste to coastal and aquatic ecosystems. Educating children about microplastics and plastic pollution is an important long-term strategy for changing behavior to reduce environmental contamination.
Edukasi Dampak Sampah Plastik Terhadap Lingkungan Laut Bagi Siswa Sekolah Dasar Negeri 6 Meulaboh Aceh Barat
This Indonesian-language paper describes an educational program that taught elementary school students about the impacts of plastic waste on the marine environment. The program aimed to build environmental awareness and responsible waste behaviors in young people. Early environmental education about plastic pollution is important for reducing future plastic waste generation.
Marine litter education: From awareness to action
An educational intervention on marine litter designed for students from primary to high school level, incorporating lab work and a beach clean-up, significantly changed participants knowledge, perceptions, and behavioral intentions as measured by pre- and post-questionnaires.
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.
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.
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.
Edukasi Bahaya Sampah Plastik pada Perairan dan Biota Laut di Sekolah Alam, Pantai Bajulmati, Kabupaten Malang, Jawa Timur
This paper describes an environmental education project at a nature school in East Java, Indonesia, focused on teaching children about the dangers of plastic waste in marine environments. Public education is considered an important strategy for building long-term behavior change around plastic use and disposal.
"THREATENED AND THREATENING SEAS" Children’s Perceptions of the Marine Environment and Environmental Attitudes towards Marine Pollution in Kuta, Lombok
An educational intervention in early childhood classrooms in Lombok, Indonesia used drawing exercises and discussion to explore children's perceptions of marine pollution. Young children (5–8 years) showed awareness of trash in the ocean and expressed concern, demonstrating that environmental education on marine issues can be effective at early ages.
Vocational School Student’ Perception on Plastic Waste Management: the role of Recycling Education
This Indonesian study surveyed vocational school students' perceptions of plastic waste recycling and how recycling education influenced their attitudes and behaviors. Early education about plastic waste management is important for building the next generation of environmentally responsible consumers and policymakers.
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.
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.