Abstract
The aim of this study was to provide engagement with and
awareness of the plastic crisis through a serious game, as part of the
UN Sustainable Development Goal 12 by targeting students ages
17-21. The study is based on 32 participants, who were included in
a formative evaluation within two evaluations (E1 and E2). E1
included an evaluation of 10 university students. E2 consisted of
22 students from a Danish gymnasium, where the game was part a
project related to the plastic crisis. Both evaluations followed the
same self-reporting methodology, which used a questionnaire and
interviews. The findings reveal that most of the participants were
engaged and immersed in the serious game, and that they had a high
attentional focus. The findings also revealed that the game needs to
be improved in terms of usability, aesthetic appeal, and the
implementation of additional learning objectives. This study’s
novelty derives from its measurement of high engagement and
immersion in a rather simple platform game about the plastic crisis.
Furthermore, this study is intended to emphasize important
elements when designing serious games, including content,
learning objectives, and the quality of the game’s title.
awareness of the plastic crisis through a serious game, as part of the
UN Sustainable Development Goal 12 by targeting students ages
17-21. The study is based on 32 participants, who were included in
a formative evaluation within two evaluations (E1 and E2). E1
included an evaluation of 10 university students. E2 consisted of
22 students from a Danish gymnasium, where the game was part a
project related to the plastic crisis. Both evaluations followed the
same self-reporting methodology, which used a questionnaire and
interviews. The findings reveal that most of the participants were
engaged and immersed in the serious game, and that they had a high
attentional focus. The findings also revealed that the game needs to
be improved in terms of usability, aesthetic appeal, and the
implementation of additional learning objectives. This study’s
novelty derives from its measurement of high engagement and
immersion in a rather simple platform game about the plastic crisis.
Furthermore, this study is intended to emphasize important
elements when designing serious games, including content,
learning objectives, and the quality of the game’s title.
Originalsprog | Engelsk |
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Titel | Proceedings of the Conference on Information Technology for Social Good (GoodIT '21) |
Antal sider | 6 |
Forlag | Association for Computing Machinery |
Publikationsdato | sep. 2021 |
Sider | 157–162 |
ISBN (Elektronisk) | 9781450384780 |
DOI | |
Status | Udgivet - sep. 2021 |
Begivenhed | ACM International Conference on Information Technology for Social Good (GoodIT 2021) - Rom, Italien Varighed: 9 sep. 2021 → 11 sep. 2021 http://www.grc.upv.es/goodit2021/ |
Konference
Konference | ACM International Conference on Information Technology for Social Good (GoodIT 2021) |
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Land/Område | Italien |
By | Rom |
Periode | 09/09/2021 → 11/09/2021 |
Internetadresse |