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Climate change games as tools for education and engagement

Author

Listed:
  • Jason S. Wu

    (Science, and Technology, Teachers College, Columbia University)

  • Joey J. Lee

    (Science, and Technology, Teachers College, Columbia University)

Abstract

Whether simple or sophisticated, educational games can help inform the public about climate change, its impacts, and what can be done about it.

Suggested Citation

  • 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.
  • Handle: RePEc:nat:natcli:v:5:y:2015:i:5:d:10.1038_nclimate2566
    DOI: 10.1038/nclimate2566
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    Citations

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    Cited by:

    1. Victoria Wibeck & Tina‐Simone Neset, 2020. "Focus groups and serious gaming in climate change communication research—A methodological review," Wiley Interdisciplinary Reviews: Climate Change, John Wiley & Sons, vol. 11(5), September.
    2. Metin Besalti & Glenn Gordon Smith, 2024. "High School Students’ Motivation to Learn Climate Change Science through Educational Computer Games," Simulation & Gaming, , vol. 55(3), pages 527-551, June.
    3. Claire Dormann & Kirsten Duda & Busiku Hamainza & Delenesaw Yewhalaw & Charlotte Hemingway & Marlize Coleman & Michael Coleman & Edward Thomsen, 2020. "Evaluation of a game-based training course to build capacity for insecticide resistance management in vector control programmes," PLOS ONE, Public Library of Science, vol. 15(10), pages 1-22, October.
    4. Tina-Simone Neset & Lotta Andersson & Ola Uhrqvist & Carlo Navarra, 2020. "Serious Gaming for Climate Adaptation—Assessing the Potential and Challenges of a Digital Serious Game for Urban Climate Adaptation," Sustainability, MDPI, vol. 12(5), pages 1-18, February.
    5. Katherine Ball & Kirk Jalbert & Lisa Test, 2021. "Making the board: participatory game design for environmental action," Journal of Environmental Studies and Sciences, Springer;Association of Environmental Studies and Sciences, vol. 11(1), pages 12-22, March.
    6. Julia Jouan & Mireille De Graeuwe & Matthieu Carof & Rim Baccar & Nathalie Bareille & Suzanne Bastian & Delphine Brogna & Giovanni Burgio & Sébastien Couvreur & Michał Cupiał & Benjamin Dumont & Anne-, 2020. "Learning Interdisciplinarity and Systems Approaches in Agroecology: Experience with the Serious Game SEGAE," Sustainability, MDPI, vol. 12(11), pages 1-15, May.
    7. Iñigo Capellán-Pérez & David Álvarez-Antelo & Luis J. Miguel, 2019. "Global Sustainability Crossroads : A Participatory Simulation Game to Educate in the Energy and Sustainability Challenges of the 21st Century," Sustainability, MDPI, vol. 11(13), pages 1-23, July.
    8. Tania Ouariachi, 2021. "Facilitating Multi-Stakeholder Dialogue and Collaboration in the Energy Transition of Municipalities through Serious Gaming," Energies, MDPI, vol. 14(12), pages 1-14, June.
    9. Lisette Beek & Manjana Milkoreit & Linda Prokopy & Jason B. Reed & Joost Vervoort & Arjan Wardekker & Roberta Weiner, 2022. "The effects of serious gaming on risk perceptions of climate tipping points," Climatic Change, Springer, vol. 170(3), pages 1-23, February.
    10. Rebecca Yvonne Bayeck, 2020. "Examining Board Gameplay and Learning: A Multidisciplinary Review of Recent Research," Simulation & Gaming, , vol. 51(4), pages 411-431, August.
    11. David I. Waddington & Thomas Fennewald, 2018. "Grim FATE: Learning About Systems Thinking in an In-Depth Climate Change Simulation," Simulation & Gaming, , vol. 49(2), pages 168-194, April.
    12. Andreas Gerber & Markus Ulrich & Flurin X. Wäger & Marta Roca-Puigròs & João S. V. Gonçalves & Patrick Wäger, 2021. "Games on Climate Change: Identifying Development Potentials through Advanced Classification and Game Characteristics Mapping," Sustainability, MDPI, vol. 13(4), pages 1-26, February.
    13. Marie Davidová & Shanu Sharma & Dermott McMeel & Fernando Loizides, 2022. "Co-De|GT: The Gamification and Tokenisation of More-Than-Human Qualities and Values," Sustainability, MDPI, vol. 14(7), pages 1-20, March.
    14. Jasper N. Meya & Klaus Eisenack, 2018. "Effectiveness of gaming for communicating and teaching climate change," Climatic Change, Springer, vol. 149(3), pages 319-333, August.
    15. Robert-Jan Den Haan & Mascha C. Van der Voort, 2018. "On Evaluating Social Learning Outcomes of Serious Games to Collaboratively Address Sustainability Problems: A Literature Review," Sustainability, MDPI, vol. 10(12), pages 1-26, December.
    16. Wensing, Joana & Baum, Chad & Carraresi, Laura & Bröring, Stefanie, 2021. "What if consumers saw the bigger picture? Systems thinking and the adoption of bio-based consumer products," Journal of Behavioral and Experimental Economics (formerly The Journal of Socio-Economics), Elsevier, vol. 94(C).
    17. Kristoffer S. Fjællingsdal & Christian A. Klöckner, 2020. "Green Across the Board: Board Games as Tools for Dialogue and Simplified Environmental Communication," Simulation & Gaming, , vol. 51(5), pages 632-652, October.
    18. Jennifer P. Carman & Marina Psaros & Seth A. Rosenthal & Jennifer Marlon & Marija Verner & Sanguk Lee & Danning Lu & Matthew H. Goldberg & Matthew Ballew & Anthony Leiserowitz, 2024. "Geeks versus climate change: understanding American video gamers’ engagement with global warming," Climatic Change, Springer, vol. 177(6), pages 1-20, June.
    19. Tania Ouariachi & Chih-Yen Li & Wim J. L. Elving, 2020. "Gamification Approaches for Education and Engagement on Pro-Environmental Behaviors: Searching for Best Practices," Sustainability, MDPI, vol. 12(11), pages 1-14, June.
    20. Ping-Han Cheng & Ting-Kuang Yeh & Yen-Kai Chao & Jing Lin & Chun-Yen Chang, 2020. "Design Ideas for an Issue-Situation-Based Board Game Involving Multirole Scenarios," Sustainability, MDPI, vol. 12(5), pages 1-20, March.

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