Gamification Approaches for Education and Engagement on Pro-Environmental Behaviors: Searching for Best Practices
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- Jason S. Wu & Joey J. Lee, 2015. "Climate change games as tools for education and engagement," Nature Climate Change, Nature, vol. 5(5), pages 413-418, May.
- Richard N. Landers & Elena M. Auer & Andrew B. Collmus & Michael B. Armstrong, 2018. "Gamification Science, Its History and Future: Definitions and a Research Agenda," Simulation & Gaming, , vol. 49(3), pages 315-337, June.
- Johnson, Daniel & Horton, Ella & Mulcahy, Rory & Foth, Marcus, 2017. "Gamification and serious games within the domain of domestic energy consumption: A systematic review," Renewable and Sustainable Energy Reviews, Elsevier, vol. 73(C), pages 249-264.
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- Ana Manzano-León & Pablo Camacho-Lazarraga & Miguel A. Guerrero & Laura Guerrero-Puerta & José M. Aguilar-Parra & Rubén Trigueros & Antonio Alias, 2021. "Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education," Sustainability, MDPI, vol. 13(4), pages 1-14, February.
- Georgina Guillen & Juho Hamari, 2024. "Live and Let Die - Battle Stories of Gamified Sustainable Consumption App Creators," Simulation & Gaming, , vol. 55(3), pages 366-390, June.
- Alt, Marius & Gallier, Carlo, 2021. "Incentives and intertemporal behavioral spillovers: A two-period experiment on charitable giving," ZEW Discussion Papers 21-010, ZEW - Leibniz Centre for European Economic Research.
- Sajjad, Aqsa & Zhang, Qingyu & Asmi, Fahad & Anwar, Muhammad Azfar & Bhatia, Meena, 2024. "Identifying the motivating factors to promote socially responsible consumption under circular economy: A perspective from norm activation theory," Journal of Retailing and Consumer Services, Elsevier, vol. 76(C).
- Grijalvo, Mercedes & Segura, Alejandro & Núñez, Yilsy, 2022. "Computer-based business games in higher education: A proposal of a gamified learning framework," Technological Forecasting and Social Change, Elsevier, vol. 178(C).
- Gilles Grolleau & Naoufel Mzoughi & Deborah Peterson, 2022.
"Making Change Easy Is Not Always Good,"
Review of Behavioral Economics, now publishers, vol. 9(4), pages 315–331-3, November.
- Gilles Grolleau & Naoufel Mzoughi & Deborah Peterson, 2022. "Making Change Easy Is Not Always Good," Post-Print hal-03843295, HAL.
- Alt, Marius & Gallier, Carlo, 2022. "Incentives and intertemporal behavioral spillovers: A two-period experiment on charitable giving," Journal of Economic Behavior & Organization, Elsevier, vol. 200(C), pages 959-972.
- Luis Gomes & António Coelho & Zita Vale, 2022. "Assessment of Energy Customer Perception, Willingness, and Acceptance to Participate in Smart Grids—A Portuguese Survey," Energies, MDPI, vol. 16(1), pages 1-16, December.
- Paula Rodríguez-Rivera & Ana Manzano-León & María Dolores Dapía Conde & José M. Rodríguez-Ferrer, 2023. "Unleashing Creativity and Cooperation: A Qualitative Case Study on Designing Digital Breakouts for Social Education Degrees," Societies, MDPI, vol. 13(9), pages 1-11, September.
- Ana Manzano-León & Pablo Camacho-Lazarraga & Miguel A. Guerrero-Puerta & Laura Guerrero-Puerta & Antonio Alias & José M. Aguilar-Parra & Rubén Trigueros, 2021. "Development and Validation of a Questionnaire on Motivation for Cooperative Playful Learning Strategies," IJERPH, MDPI, vol. 18(3), pages 1-10, January.
- María Jesús Santos-Villalba & Juan José Leiva Olivencia & Magdalena Ramos Navas-Parejo & María Dolores Benítez-Márquez, 2020. "Higher Education Students’ Assessments towards Gamification and Sustainability: A Case Study," Sustainability, MDPI, vol. 12(20), pages 1-20, October.
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Keywords
gamification; games; behavior change; education; engagement; motivation; climate change;All these keywords.
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