Recent research highlights the effectiveness of gamification in enhancing learning and engagement with critical educational topics. This paper discusses Captain Carbon, an innovative Java-based game, developed to foster environmental awareness and promote sustainable transportation habits among school students. The selection of carbon emissions as the educational focus is driven by the urgent need to address climate change, particularly through daily activities such as transportation. Unlike traditional educational tools, Captain Carbon integrates gamification techniques to actively engage players. As they navigate through a virtual city environment, players make transportation decisions that have varying impacts on their carbon footprint. Each level challenges players to collect gems while incentivising low-carbon choices, thus embedding environmental stewardship into gameplay. The novelty of Captain Carbon lies in its unique design that combines real-world relevance with interactive, game-based feedback, significantly enhancing the educational experience. This design approach makes the game distinct from existing environmental games but demonstrates a interactive method for increasing awareness and learning about sustainable practices.


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    Titel :

    CAPTAIN CARBON: Using Gamification to Influence Students Choice for Sustainable Transport


    Beteiligte:
    Tynan, Mark (Autor:in) / Byrne, Evan (Autor:in) / Finnegan, Carlo (Autor:in) / Istasse, Maxim Zack (Autor:in) / Kalgashkin, Ivan (Autor:in) / Du, Honghui (Autor:in) / Golpayegani, Fatemeh (Autor:in)


    Erscheinungsdatum :

    24.09.2024


    Format / Umfang :

    728711 byte





    Medientyp :

    Aufsatz (Konferenz)


    Format :

    Elektronische Ressource


    Sprache :

    Englisch



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