TY - GEN
T1 - A Review of Empirical Studies on Gamification in K-12 Environmental Education
T2 - 15th IEEE Global Engineering Education Conference, EDUCON 2024
AU - Zhang, Feiran
AU - Papavlasopoulou, Sofia
AU - Motland, Julie Holte
AU - Giannakos, Michail
N1 - Publisher Copyright:
© 2024 IEEE.
PY - 2024/7
Y1 - 2024/7
N2 - Environmental education (EE) plays a vital role in engaging young people in exploring environmental issues and developing their sense of responsibility to the environment. Although gamification appears to be a promising way to motivate and engage K-12 students, it is unclear how it should be implemented in EE and whether it holds promising results similar to other contexts, such as science and engineering education. This paper reports a systematic literature review analysing the 28 papers published in the last five years. The results show how gamification has been employed to support EE and in what contexts. More specifically, the findings of this review contribute to our knowledge in the following three aspects: (1) EE strategies for implementing gamified interventions, (2) gamification strategies and elements utilised in EE, and (3) reported outcomes of gamified EE intervention. Finally, the paper discusses the implications for future related research on developing gamified interventions for EE.
AB - Environmental education (EE) plays a vital role in engaging young people in exploring environmental issues and developing their sense of responsibility to the environment. Although gamification appears to be a promising way to motivate and engage K-12 students, it is unclear how it should be implemented in EE and whether it holds promising results similar to other contexts, such as science and engineering education. This paper reports a systematic literature review analysing the 28 papers published in the last five years. The results show how gamification has been employed to support EE and in what contexts. More specifically, the findings of this review contribute to our knowledge in the following three aspects: (1) EE strategies for implementing gamified interventions, (2) gamification strategies and elements utilised in EE, and (3) reported outcomes of gamified EE intervention. Finally, the paper discusses the implications for future related research on developing gamified interventions for EE.
KW - Environmental Education
KW - Game Element
KW - Gamification
KW - K-12
KW - Review
UR - https://www.scopus.com/pages/publications/85199112472
U2 - 10.1109/EDUCON60312.2024.10578636
DO - 10.1109/EDUCON60312.2024.10578636
M3 - Conference article published in proceeding or book
AN - SCOPUS:85199112472
T3 - IEEE Global Engineering Education Conference, EDUCON
BT - EDUCON 2024 - IEEE Global Engineering Education Conference, Proceedings
PB - IEEE Computer Society
Y2 - 8 May 2024 through 11 May 2024
ER -