Raising Ecological Awareness and Digital Literacy in Primary School Children through Gamification
Abstract
:1. Introduction
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- RQ1. Which academic content do the children acquire through educational intervention?
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- RQ2. Which ecological habits do the children assimilate through the intervention?
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- RQ3. How are ICT and gamification used in children’s learning?
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- RQ4. What impact did the intervention have on the children?
2. Environmental Education, Digital Literacy and Gamification
3. Context, Design and Implementation of the Intervention
4. Materials and Methods
4.1. Participants, Instruments and Data Gathering
4.2. Data Analysis
5. Results
5.1. The Children’s Acquisition of Academic Content (RQ1 and RQ3)
I consider that the implementation of the program has been a success and that the children have learnt a lot. The fact that they used the tablet and could learn using different play resources was fun for them and motivated them a lot. They learnt new theoretical aspects and also become more ecologically aware. They shared their new habits and attitudes on recycling with their friends and family, and this is how we all win!(Teacher, aged 28, school SC. Lines of analysis 10–14).
5.2. Assimilation of Ecological Habits and Impact of the Intervention (RQ2, RQ3, RQ4)
The intervention has been really important for my daughter. For example, she has reduced the amount of water she uses (using less water in the bathroom) and electricity (she now only turns on the light when absolutely necessary). She really enjoyed the activities in the program (she loved using the tablet and the apps). Her daily behavior regarding the environment has improved and she is much more aware of protecting the environment.(Father, aged 43, School F. Lines of analysis 12–16)
In general, the program helped improve the children’s learning. I believe that the children have become more aware of protecting the environment and recycling. The program introduced them to the 4Rs, procedures related to recycling and attitudes of respect for the environment. Now, the children use less paper and reuse old notebooks that still had unused pages, and recycle material that we consume in the classroom: plastic bottles, paper and cardboard, organic material such as food leftovers from break time (depositing each item in the corresponding waste bin). I think that using the table and gamification strategies has increased their motivation for learning. Experimenting with online games has also encouraged them to work in collaboration with each other.(Teacher, aged 35, school FA. Lines of analysis 15–21).
6. Discussion
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- Acquired new content related to the protection of the environment and recycling, based on actions associated with the 4Rs;
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- Internalized some valuable environmental habits or behaviors, mainly through waste recycling;
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- Made more used of ICT resources such as DIW, mobile devices (such as the tablet) and the Internet. They have used new digital applications and different video games. Gamification was especially stimulating for raising awareness among pupils about environmental protection, and has contributed to generating new collaborative or respectful attitudes and problem-solving skills;
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- Improved the learning and internalization of some ecological routines. In addition, children have strengthened their digital literacy process with the gamification processes used, with the environment as the focus of study.
7. Conclusions
8. Limitations and Future Research Lines
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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N° Session | Didactic Objective | Title and Brief Description |
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1 | • To understand the consequences of polluting the environment, especially in the students’ own environment. • To develop communication skills in relation to the environment. | Do we know the situation of own environment today? Didactic audiovisual material was shown to students on the problems facing the environment, followed by reflection and analysis through brainstorming and discussion; composition and recording of a children’s song to express their vision of environmental problems. |
2 | • To internalize norms that encourage reduction of consumption of energy, waste and paper. • To develop habits for respecting the environment; develop skills for online searching and filtering of information on the environment. | First stop: VillaReduce: a presentation was developed with the children using digital programs and apps to focus on guidelines for reducing consumption of energy, waste and paper. |
3 | • To explore mechanisms for the reduction of consumption of energy, waste and paper. | Let’s cover VillaReduce with posters! Poster-making session using colored cardboard to visualize the guidelines discussed in session 2, to promote reduction of consumption of energy, waste and paper. The students then digitalized the posters using the tablet camera. |
4 | • To develop skills for making objects from reusable materials. • To appreciate how reusing materials enables us to take better care of the environment. | Second stop: VillaReutiliza: The children produced plant pots from reusable materials they had brought from home, with the help of their family. |
5 | • To develop mechanisms to distinguish the different types of waste and their corresponding containers. • To improve recognition capacity in order to correctly classify/separate waste. | Third stop: VillaRecicla: A short children’s documentary was shown, followed by a debate; videogames were used to examine the question of waste separation. |
6 | • To understand the importance of recycling in caring for the environment. • To identify aspects of environmental contamination. • To initiate students in the creation of multimedia to promote recycling. | We are all ambassadors of VillaRecicla! The children were encouraged to produce an advert, using the tablet’s camera and voice recorder, to promote recycling. |
7 | • To recognize the importance of recovering waste in order to take better care of the environment. • To develop skills to identify waste collection locations. • To initiate students in graphic production to promote waste recycling. | Fourth stop: VillaRecupera: The students watched some children’s video shorts on collection and recovery of used cooking oil, followed by the children producing creative designs for used cooking oil collection containers on an app. |
8 | • To understand the process of seed planting in objects made from reusable materials; to aid environmental protection. • To identify the consequences of environmental contamination. | To end our journey…let’s create our own vegetable garden! The children collaborated to make an ecological vegetable garden by planting seeds in the plant pots produced in session 4. |
Categories: 1st Level | Categories: 2nd Level | Category Definition |
---|---|---|
Acquisition of academic content | Conceptual Procedural Attitudinal | Typology of academic content acquired by the student in the conceptual, procedural and attitudinal aspects [46] |
Assimilation of ecological habits | Reduction Reuse Recycling Recovery | The 4Rs (reduce, reuse, recycle and recover) that the student gradually comes to adopt during the intervention. |
ICT resources used | Internet Digital Interactive Whiteboard (DIW) Tablet Notes/Word Camera/Voice recorder PowerPoint Fresh Paint/Deviantart Online games | All the different ICT resources used during the implementation. |
Contribution of gamification | Motivation Attention Creativity Problem solving Feedback Initiative Commitment Autonomy Cooperation | The contribution of gamification strategies to the intervention. |
Impact of the intervention | Increase in motivation to protect environment Greater sense of responsibility towards environment Greater awareness of environment Improvement in digital literacy skills Improvement in collaboration skills | The reach of the intervention in the primary school students. |
Categorization | Teachers/Tutors (n = 4) | Teacher Who Implemented the Program | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
ICT Resources Used | Contribution of Gamification | |||||||||||||||||||
1st Level | 2nd Level | 3rd Level | Percentage (%) | Internet | DIW | Tablet | Notes/Word | Camera/Recorder | PowerPoint | Fresh Paint/ Deviantart | Online Games | Motivation | Attention | Creativity | Problem Solving | Feedback | Initiative | Commitment | Autonomy | Cooperation |
Acquisition of Content | Conceptual | 4R | 100 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||||||
Typology of containers | 25 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||||||||
Typology of waste | 25 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||||||||
Procedural | Recycling process | 25 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||||||
Problem solving (guidelines for reducing consumption) | 25 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||||||
Protection of the environment (more economical use of water and electricity, complying with guidelines for reduction, etc.) | 50 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||||||
Attitudinal | Skills for protecting the environment | 25 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||||
Respect for the environment (plants, animals, etc.) | 75 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
Categorization | Students (n = 83) | Families (n = 33) | Teachers Tutors (n = 4) | Teacher Who Implemented the Program | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
ICT Resources Used | Contribution of Gamification | |||||||||||||||||||||||
1st Level | 2nd Level | 3rd Level | fi | ni | fi | ni | ni | Internet | PDI | Tablet | Notes/Word | Camera/Recorder | Power Point | Fresh Paint/Deviantart | Online Games | Motivation | Attention | Creativity | Problem Solving | Feedback | Initiative | Commitment | Autonomy | Cooperation |
Assimilation of Ecological Habits | Reduction | Less use of packaging | 33 | 39.76 | 5 | 15.15 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||||
Responsible consumption | 39 | 46.99 | 6 | 18.18 | 25 | |||||||||||||||||||
Better use of paper | 68 | 81.93 | 8 | 24.24 | 25 | |||||||||||||||||||
Better use of plastics | 48 | 57.83 | 50 | |||||||||||||||||||||
Better use of water and electricity | 71 | 85.54 | 8 | 24.24 | ||||||||||||||||||||
Reuse | Plastics | 72 | 86.75 | 12 | 36.36 | 50 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||||||||||
Paper/cardboard | 63 | 75.90 | 6 | 18.18 | 25 | |||||||||||||||||||
Glass | 36 | 43.37 | 7 | 21.21 | 25 | |||||||||||||||||||
Organic | 1 | 3.03 | ||||||||||||||||||||||
Textiles | 11 | 13.25 | 1 | 3.03 | ||||||||||||||||||||
Recycling | Plastics | 79 | 95.18 | 11 | 33.33 | 75 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||||||
Paper/cardboard | 67 | 80.72 | 10 | 30.30 | 100 | |||||||||||||||||||
Glass | 46 | 55.42 | 12 | 36.36 | 25 | |||||||||||||||||||
Organic | 52 | 62.65 | 75 | |||||||||||||||||||||
Textiles | 21 | 25.30 | 5 | 15.15 | ||||||||||||||||||||
Metal | 5 | 15.15 | 25 | |||||||||||||||||||||
Recovery | Plastics | 2 | 6.06 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||||||||||||
Organic | 36 | 43.37 | 4 | 12.12 | 50 |
Category (1st Level): Reach Generated by the Intervention | Level of Success Achieved by the Students | ||||
---|---|---|---|---|---|
Sub-Categories (2nd Level) | Excellent (fi, ni) | Good (fi, ni) | In Process (fi, ni) | Insufficient (fi, ni) | |
Increase in motivation to protect the environment | 34 | 41 | 6 | 2 | Data provider: Teacher. N° of students: 83 |
40.96 | 49.40 | 7.23 | 2.41 | ||
Greater sense of responsibility towards the environment | 72 | 9 | 2 | 0 | |
86.75 | 10.84 | 2.41 | 0.00 | ||
Greater awareness of the environment | 80 | 2 | 1 | 0 | |
96.39 | 2.41 | 1.20 | 0.00 | ||
Improvement in digital skills | 76 | 5 | 1 | 1 | |
91.57 | 6.02 | 1.20 | 1.20 | ||
Improvement in collaborative behavior | 32 | 44 | 6 | 1 | |
38.55 | 53.01 | 7.23 | 1.20 |
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Ricoy, M.-C.; Sánchez-Martínez, C. Raising Ecological Awareness and Digital Literacy in Primary School Children through Gamification. Int. J. Environ. Res. Public Health 2022, 19, 1149. https://doi.org/10.3390/ijerph19031149
Ricoy M-C, Sánchez-Martínez C. Raising Ecological Awareness and Digital Literacy in Primary School Children through Gamification. International Journal of Environmental Research and Public Health. 2022; 19(3):1149. https://doi.org/10.3390/ijerph19031149
Chicago/Turabian StyleRicoy, María-Carmen, and Cristina Sánchez-Martínez. 2022. "Raising Ecological Awareness and Digital Literacy in Primary School Children through Gamification" International Journal of Environmental Research and Public Health 19, no. 3: 1149. https://doi.org/10.3390/ijerph19031149