作者: Shamila Janakiraman , Sunnie Lee Watson , William R. Watson , Timothy Newby
DOI: 10.1016/J.COMPEDU.2020.104043
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摘要: Abstract Awareness of environmental sustainability issues alone is not enough. Environmental Sustainability Education (ESE) should produce changes in attitude and encourage lifelong behaviors. However, behavioral are curtailed by constraints negative perceptions, necessitating the use persuasive pedagogical tools ESE. Digital game-based learning (DGBL) environments can provide cognitive knowledge, besides emotionally engaging learners letting them test new behaviors seeing consequences instantly. This study examined effectiveness DGBL producing attitudinal regarding about experiences from a game, through mixed methods study. One group undergraduate students an educational technology course played EnerCities, ESE game. Another Science game that was connected to The Attitudinal Learning Instrument administered collect quantitative data pertaining after one week five weeks play. Partial Least Squares Structural Equation Modeling (PLS-SEM) used develop model measure learning. PLS-SEM helps analyze relationships simultaneously complex models. Quantitative analysis using showed EnerCities effective were retained until Thematic qualitative data, collected interviews play, helped interpret why how produced provided insights into what features facilitated cognitive, affective, social retention, could be future design. Future research apply measurement long-term retention games other interventions on socio-scientific topics.