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dc.contributor.authorMylonas, Georgios
dc.contributor.authorHofstaetter, Joerg
dc.contributor.authorFriedl, Andreas
dc.contributor.authorGiannakos, Michail
dc.date.accessioned2022-02-28T13:33:59Z
dc.date.available2022-02-28T13:33:59Z
dc.date.created2022-01-20T15:13:19Z
dc.date.issued2021
dc.identifier.citationFabLearn Europe / MakeEd 2021 - An International Conference on Computing, Design and Making in Educationen_US
dc.identifier.isbn978-1-4503-8989-1
dc.identifier.urihttps://hdl.handle.net/11250/2981752
dc.description.abstractSustainability awareness in young people, and especially students, is growing in importance. To this end, serious games and playful experiences are used to enable students and teachers to actively study climate change issues and respective challenges. Many approaches have been proposed, ranging from quiz-based web applications to full-blown game experiences. We discuss several related design aspects through the lens of our own experience with gamification inside educational environments. Our results derive from the use of a playful web application focusing on sustainability and energy issues, developed within the GAIA project and used in 25 schools with 3762 registered users. We also present results from surveys answered by 723 students and 32 educators. Our findings show that a simple playful experience can yield good results within educational environments when taking into account their constraints, integrating the intervention to schools’ everyday life and placing it within a strategy that includes other tools.en_US
dc.language.isoengen_US
dc.publisherACMen_US
dc.relation.ispartofFabLearn Europe / MakeEd 2021: FabLearn Europe / MakeEd 2021 - An International Conference on Computing, Design and Making in Education
dc.relation.urihttps://dl.acm.org/doi/10.1145/3466725.3466755
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/deed.no*
dc.subjectLæringsteknologien_US
dc.subjectLearning technologyen_US
dc.titleDesigning Effective Playful Experiences for Sustainability Awareness in Schools and Makerspacesen_US
dc.typeChapteren_US
dc.description.versionpublishedVersionen_US
dc.subject.nsiVDP::Teknologi: 500en_US
dc.subject.nsiVDP::Technology: 500en_US
dc.source.pagenumber1-9en_US
dc.identifier.doi10.1145/3466725.3466755
dc.identifier.cristin1986468
cristin.ispublishedtrue
cristin.fulltextoriginal
cristin.qualitycode1


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Attribution-NonCommercial-NoDerivatives 4.0 Internasjonal
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