Promoting Sustainable Behavior Using Serious Games: SeAdventure for Ocean Literacy
In the environmental sector, in recent years, policies and governance of marine issues have seen greater enhancement of participatory and community-based processes (for example the Blue Growth Actions of the Interreg Med Program of the European Union). The greater involvement of citizens in the proc...
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Format: | Article |
Language: | English |
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IEEE
2020-01-01
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Series: | IEEE Access |
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Online Access: | https://ieeexplore.ieee.org/document/9241839/ |
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author | Rossano Veronica Gabriella Calvano |
author_facet | Rossano Veronica Gabriella Calvano |
author_sort | Rossano Veronica |
collection | DOAJ |
description | In the environmental sector, in recent years, policies and governance of marine issues have seen greater enhancement of participatory and community-based processes (for example the Blue Growth Actions of the Interreg Med Program of the European Union). The greater involvement of citizens in the processes and policies of the sea can greatly benefit the survival of the marine environment and support reforms, since most environmental problems are caused by human behavior. Changes in individual behaviors are desirable to ensure sustainable use of the ocean and its resources. These changes are possible only if there is an improvement in people's knowledge and awareness since the childhood. Ocean literacy interventions will allow people to understand their responsibilities towards the oceans and their health. For this reason, it is necessary to promote sustainable behavior changes using new educational approaches that can be effective with young pupils. The research presents a serious game and an explainer video, used in order to introduce the problem of marine litter, one of the main dangers for the marine species. The aim of the serious game was to enhance ocean literacy with a particular attention to the biodiversity of the Apulian and Mediterranean sea to raise children's awareness of the issue of caring for life in the sea. The measure of learning effectiveness confirmed that the knowledge gained can be actually acquired by children using new technologies, in general, and serious games in particular. |
first_indexed | 2024-12-20T01:24:32Z |
format | Article |
id | doaj.art-52f525082ae941c7974b0f19a22a15dc |
institution | Directory Open Access Journal |
issn | 2169-3536 |
language | English |
last_indexed | 2024-12-20T01:24:32Z |
publishDate | 2020-01-01 |
publisher | IEEE |
record_format | Article |
series | IEEE Access |
spelling | doaj.art-52f525082ae941c7974b0f19a22a15dc2022-12-21T19:58:17ZengIEEEIEEE Access2169-35362020-01-01819693119693910.1109/ACCESS.2020.30344389241839Promoting Sustainable Behavior Using Serious Games: SeAdventure for Ocean LiteracyRossano Veronica0https://orcid.org/0000-0002-4079-9641Gabriella Calvano1Department of Computer Science, University of Bari Aldo Moro, Bari, ItalyDepartment of Educational Science, Psychology and Communication, University of Bari Aldo Moro, Bari, ItalyIn the environmental sector, in recent years, policies and governance of marine issues have seen greater enhancement of participatory and community-based processes (for example the Blue Growth Actions of the Interreg Med Program of the European Union). The greater involvement of citizens in the processes and policies of the sea can greatly benefit the survival of the marine environment and support reforms, since most environmental problems are caused by human behavior. Changes in individual behaviors are desirable to ensure sustainable use of the ocean and its resources. These changes are possible only if there is an improvement in people's knowledge and awareness since the childhood. Ocean literacy interventions will allow people to understand their responsibilities towards the oceans and their health. For this reason, it is necessary to promote sustainable behavior changes using new educational approaches that can be effective with young pupils. The research presents a serious game and an explainer video, used in order to introduce the problem of marine litter, one of the main dangers for the marine species. The aim of the serious game was to enhance ocean literacy with a particular attention to the biodiversity of the Apulian and Mediterranean sea to raise children's awareness of the issue of caring for life in the sea. The measure of learning effectiveness confirmed that the knowledge gained can be actually acquired by children using new technologies, in general, and serious games in particular.https://ieeexplore.ieee.org/document/9241839/Educational technologymultimedia systemsserious gamesSTEM |
spellingShingle | Rossano Veronica Gabriella Calvano Promoting Sustainable Behavior Using Serious Games: SeAdventure for Ocean Literacy IEEE Access Educational technology multimedia systems serious games STEM |
title | Promoting Sustainable Behavior Using Serious Games: SeAdventure for Ocean Literacy |
title_full | Promoting Sustainable Behavior Using Serious Games: SeAdventure for Ocean Literacy |
title_fullStr | Promoting Sustainable Behavior Using Serious Games: SeAdventure for Ocean Literacy |
title_full_unstemmed | Promoting Sustainable Behavior Using Serious Games: SeAdventure for Ocean Literacy |
title_short | Promoting Sustainable Behavior Using Serious Games: SeAdventure for Ocean Literacy |
title_sort | promoting sustainable behavior using serious games seadventure for ocean literacy |
topic | Educational technology multimedia systems serious games STEM |
url | https://ieeexplore.ieee.org/document/9241839/ |
work_keys_str_mv | AT rossanoveronica promotingsustainablebehaviorusingseriousgamesseadventureforoceanliteracy AT gabriellacalvano promotingsustainablebehaviorusingseriousgamesseadventureforoceanliteracy |