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

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

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

"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

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

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
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

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

Review: Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly! — R0/PR2

This review examines how serious games and digital games can contribute to ocean literacy education, tracing their evolution since the 1970s and evaluating their effectiveness in communicating complex topics such as microplastic pollution and jellyfish ecology to the public. The study finds that well-designed serious games can meaningfully improve public understanding of marine environmental issues.

2024
Article Tier 2

How to Increase Ocean Literacy for Future Ocean Sustainability? The Influence of Non-Formal Marine Science Education

This study examined whether non-formal marine science education programs improve ocean literacy in students, finding that hands-on marine experiences significantly increased knowledge and environmental awareness. Improving ocean literacy is considered essential for building public support for policies to reduce marine plastic pollution.

2020 Sustainability 35 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

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

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
Article Tier 2

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.

2024 Frontiers in artificial intelligence and applications 1 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

"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

Students’ attitudes towards the environment and marine litter in the context of a coastal water quality educational citizen science project

Middle school students who participated in a citizen science project monitoring coastal water quality and microplastic pollution showed significantly more positive environmental attitudes afterward compared to a control group. The study suggests that hands-on engagement with real microplastic research can be an effective way to build environmental awareness in young people.

2023 Australian Journal of Environmental Education 8 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

Recommendation: Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly! — R1/PR6

This peer review recommendation evaluates a study on the MoreGoJelly! serious game series, which assessed analogue and digital game formats for raising awareness about marine litter and microplastics as tools for improving ocean literacy.

2024
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
Clinical Trial Tier 1

The effect of an educational intervention based on a mobile application on women’s knowledge, attitudes, and practices with respect to microplastics and health: a randomized controlled trial

This randomized controlled trial of 136 women found that a mobile app-based educational intervention significantly improved knowledge and practices regarding microplastic health risks, with gains sustained at 8-week follow-up. The control group's knowledge actually declined over time, highlighting the value of targeted digital health education about microplastic exposure.

2025 BMC Public Health 3 citations
Article Tier 2

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.

2023 Marine Pollution Bulletin 23 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

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)