Engaging kids with the concept of sustainability using a commercial video game - A case study

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Abstract

This paper focuses on the use of a commercial game, [COTS (Commercial off-the-shelf games for learning)], as a main motivating and educational tool, to make kids of 11 years old aware of the relationship, between every day actions and activities with emissions. It also intends to prove that, with the use of the game, a satisfactory level of modified behaviour towards the concept of sustainability is achieved by changing attitudes and taking actions. Furthermore, it intends to introduce a method, which is related to the efficient implementation of COTS, in primary school, educational projects. © 2009 Springer-Verlag.

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APA

Tragazikis, P., & Meimaris, M. (2009). Engaging kids with the concept of sustainability using a commercial video game - A case study. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 5940 LNCS, pp. 1–12). https://doi.org/10.1007/978-3-642-11245-4_1

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