GREENIFY
Joey J. Lee,
Pinar Ceyhan,
William Jordan-Cooley and
Woonhee Sung
Simulation & Gaming, 2013, vol. 44, issue 2-3, 349-365
Abstract:
The literature on climate change education recommends social, accessible action -oriented learning that is specifically designed to resonate with a target audience’s values and worldview. This article discusses GREENIFY, a real-world action game designed to teach adult learners about climate change and motivate informed action. A pilot study suggests that the game fostered the creation of peer-generated user content, motivated informed action, created positive pressure, and was perceived as a fun and engaging experience.
Keywords: accessibility; actionable knowledge; action-based learning; civic action; climate change; crowdsourcing; design rationale; empathy-based action; empowerment; engaging experience; gamification; informed action; peer-generated user content; pilot study; positive peer pressure; relevance; real-world action game; social networking (search for similar items in EconPapers)
Date: 2013
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Persistent link: https://EconPapers.repec.org/RePEc:sae:simgam:v:44:y:2013:i:2-3:p:349-365
DOI: 10.1177/1046878112470539
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