Gamifying Sustainability: Leveraging Game-Based Learning to Champion Sustainable Development Goals (SDGs): A Case Study

被引:0
|
作者
Costin, Yvonne [1 ]
O'Brien, Michael [1 ]
Hogan, William [1 ]
机构
[1] Univ Limerick, Castletroy, Ireland
关键词
e-Learning; Simulation; Higher education; Sustainability; Game-based learning; Interactive learning; Educational gamification; Sustainable development goals;
D O I
暂无
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
This paper examines how sustainability education can be effectively integrated into game-based learning (GBL) to enhance environmental consciousness. As global ecological challenges intensify, instilling sustainable practices in future generations becomes crucial. GBL offers an engaging platform to embed sustainability concepts through immersive and interactive virtual environments. The study explores the theoretical underpinnings of sustainability education and GBL, highlighting their synergy in raising awareness and fostering sustainable behaviours. By reviewing existing literature, it evaluates the impact of incorporating sustainability principles into GBL platforms. The discussion includes the integration of the UN's Sustainable Development Goals (SDGs), real-world scenarios, simulations, and collaborative elements to deepen players' understanding and stimulate critical thinking about complex sustainability issues. The paper also examines the role of feedback mechanisms, assessment tools, and adaptive learning approaches in maintaining engagement and knowledge retention. It concludes by advocating for the inclusion of sustainability in GBL as a means to develop environmentally conscious citizens. Leveraging the immersive nature of games, educators can cultivate a generation equipped to understand and address sustainability challenges, contributing to innovative educational approaches for promoting sustainable practices.
引用
收藏
页码:69 / 76
页数:8
相关论文
共 50 条
  • [1] Agritourism and sustainability: advancing the Sustainable Development Goals (SDGs)
    Bhatta, Kumar
    Barbieri, Carla
    Birendra, K. C.
    Roman, Michal
    TOURISM REVIEW, 2025,
  • [2] Gamifying the flipped classroom using game-based learning materials
    Hung, Hsiu-Ting
    ELT JOURNAL, 2018, 72 (03) : 296 - 308
  • [3] Unraveling Sustainability in Brazilian Ethnobotany: An Analysis of the Sustainable Development Goals (SDGs)
    Ferrari, Patricia A.
    Zank, Sofia
    Hanazaki, Natalia
    ECONOMIC BOTANY, 2024, 78 (02) : 197 - 216
  • [4] SUSTAINABILITY LITERACY THROUGH GAME-BASED LEARNING
    Papathanasiou, J.
    Armenia, S.
    Pompei, A.
    Scolozzi, R.
    Barnabe, F.
    Tsaples, G.
    12TH INTERNATIONAL CONFERENCE OF EDUCATION, RESEARCH AND INNOVATION (ICERI 2019), 2019, : 5470 - 5474
  • [5] The role of wastewater treatment in achieving sustainable development goals (SDGs) and sustainability guideline
    Obaideen, Khaled
    Shehata, Nabila
    Sayed, Enas Taha
    Abdelkareem, Mohammad Ali
    Mahmoud, Mohamed S.
    Olabi, A. G.
    ENERGY NEXUS, 2022, 7
  • [6] Opportunities and Challenges for the Sustainability of Lakes and Reservoirs in Relation to the Sustainable Development Goals (SDGs)
    Ho, Long T.
    Goethals, Peter L. M.
    WATER, 2019, 11 (07)
  • [7] Reasoning and learning with board game-based learning: A case study
    Ruth Pinedo
    Noelia García-Martín
    Débora Rascón
    César Caballero-San José
    Manuel Cañas
    Current Psychology, 2022, 41 : 1603 - 1617
  • [8] Gamifying History: Designing and Implementing a Game-Based Learning Course Design Framework
    Scholz, Kyle W.
    Komornicka, Jolanta N.
    Moore, Andrew
    TEACHING & LEARNING INQUIRY-THE ISSOTL JOURNAL, 2021, 9 (01): : 99 - 116
  • [9] Reasoning and learning with board game-based learning: A case study
    Pinedo, Ruth
    Garcia-Martin, Noelia
    Rascon, Debora
    Caballero-San Jose, Cesar
    Canas, Manuel
    CURRENT PSYCHOLOGY, 2022, 41 (03) : 1603 - 1617
  • [10] GAME-BASED LEARNING IN CHINESE CLASSROOMS: A CASE STUDY
    Shang, J. J.
    Li, H.
    Zhang, X. M.
    Zhang, L.
    Li, T.
    INTED2016: 10TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE, 2016, : 319 - 326