Enhancing Environmental Literacy Through Digital Game-Based Learning: A Technology-Integrated Attitude Change Approach
Abstract
1. Introduction
2. Literature Review
2.1. Application of DGBL to Environmental Literacy
2.2. Stage Model of Self-Regulated Behavioral Change (SSBC)
3. Methods
3.1. Game Design
- (a)
- Perceived negative consequences of own behavior: In the initial stage of the game, we intentionally craft an NPC dialog to suggest the adverse effects of pesticides, such as ecological damage and water pollution. The rationale behind this design is to heighten players’ awareness of environmental issues and help them recognize the risks associated with their actions.
- (b)
- Perceived responsibility: By observing the arguments among different NPCs, players can recognize various social viewpoints and attitudes regarding the use of pesticides. This enables them to reflect on the potential issues caused by pesticide residues and helps them acknowledge their own responsibility regarding environmental protection.
- (c)
- Negative emotions: In game design, “negative emotions” refer to projecting a reflective attitude toward environmental issues through storylines and characters. For example, different NPCs in the game represent players’ varying responses to environmental crises, which significantly influences the construction of players’ views on taking environmental action.
- (d)
- Personal norms: In the subsequent stage of the game, the environment around the pond and the potential damage caused by human activities, such as scattered camp equipment (suggesting that human recreational activities might lead to environmental damage), enable players to perceive the direct impact of their behavior on the environment. This evokes a willingness to address these issues and strengthens players’ perceptiveness toward current behavioral changes.
- (e)
- Emotions anticipated with goal progress: The game’s objective mechanism encourages players to avoid feeling confused or frustrated by providing timely assistance from the game assistant through hints to search for the right clues. This ensures that players’ game objectives are challenging yet not overly difficult.
- (f)
- Salient social norms: Players in the game make judgments based on questions presented by NPCs and choose the corresponding clues to proceed in the game. The game system will provide feedback. This feedback not only enhances their behavioral satisfaction but also enables the identification and admiration of environmental behaviors within society.
- (g)
- Perceived goal feasibility: Adding the “feather consumption” mechanism into the game, players are required to provide correct responses when interacting with specific characters in the game. If players fail to explore the environment extensively or interpret clues thoroughly and thus make reckless judgments, the number of feathers that are consumed will increase, leading to false inferences. The purpose of the feather mechanism is to increase players’ possibility of perceiving the objectives, which in turn forces players to think more comprehensively and carefully about information to avoid consumption. Players must thoroughly explore and comprehend the contents of the game to effectively conduct interference.
3.2. Participants, Treatments, and Measuring Tools
4. Experimental Results and Discussion
4.1. Environmental Knowledge
4.2. Environmental Sensitivity
4.3. Environmental Attitude
5. Conclusions, Limitations, and Suggestions for Future Work
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Environmental Literacy | Group | N | Adj. M | S. Err. | F | p |
---|---|---|---|---|---|---|
environmental knowledge | DGBL | 25 | 13.22 | 0.32 | 1.77 | 0.18 |
Web | 25 | 12.61 | 0.32 | |||
environmental sensitivity | DGBL | 25 | 4.30 | 0.09 | 0.59 | 0.44 |
Web | 25 | 4.20 | 0.09 | |||
environmental attitude | DGBL | 25 | 4.24 | 0.08 | 14.11 | 0.00 ** |
Web | 25 | 3.81 | 0.08 |
Group | Pre-Test | Post-Test | ||||
---|---|---|---|---|---|---|
M | SD | M | SD | t | p (2-Tailed) | |
DGBL (n = 25) | 12.48 | 1.32 | 13.24 | 1.90 | 2.01 | 0.05 |
Web (n = 25) | 12.44 | 1.91 | 12.60 | 1.92 | 0.52 | 0.60 |
Group | Pre-Test | Post-Test | ||||
---|---|---|---|---|---|---|
M | SD | M | SD | t | p (2-Tailed) | |
DGBL (n = 25) | 4.00 | 0.54 | 4.30 | 0.51 | −2.48 | 0.01 * |
Web (n = 25) | 4.00 | 0.83 | 4.20 | 0.66 | −1.96 | 0.69 |
Group | Pre-Test | Post-Test | ||||
---|---|---|---|---|---|---|
M | SD | M | SD | t | p (2-Tailed) | |
DGBL (n = 25) | 3.80 | 0.45 | 4.25 | 0.40 | 3.12 | 0.00 ** |
Web (n = 25) | 3.78 | 0.44 | 3.81 | 0.42 | 0.36 | 0.72 |
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Tsai, S.-K.; Chuang, T.-Y.; Lin, Z.-J. Enhancing Environmental Literacy Through Digital Game-Based Learning: A Technology-Integrated Attitude Change Approach. Sustainability 2025, 17, 7416. https://doi.org/10.3390/su17167416
Tsai S-K, Chuang T-Y, Lin Z-J. Enhancing Environmental Literacy Through Digital Game-Based Learning: A Technology-Integrated Attitude Change Approach. Sustainability. 2025; 17(16):7416. https://doi.org/10.3390/su17167416
Chicago/Turabian StyleTsai, Szu-Kai, Tsung-Yen Chuang, and Zih-Jiun Lin. 2025. "Enhancing Environmental Literacy Through Digital Game-Based Learning: A Technology-Integrated Attitude Change Approach" Sustainability 17, no. 16: 7416. https://doi.org/10.3390/su17167416
APA StyleTsai, S.-K., Chuang, T.-Y., & Lin, Z.-J. (2025). Enhancing Environmental Literacy Through Digital Game-Based Learning: A Technology-Integrated Attitude Change Approach. Sustainability, 17(16), 7416. https://doi.org/10.3390/su17167416