Next Article in Journal
Bric-a-Brick: Toward a Reframing of Clay-Block Wall Construction
Next Article in Special Issue
Climate Change Projects and Youth Engagement: Empowerment and Contested Knowledge
Previous Article in Journal
An Integrated Framework for Assessing Livestock Ecological Efficiency in Sichuan: Spatiotemporal Dynamics, Drivers, and Projections
Previous Article in Special Issue
Artificial Intelligence, Consumer Trust and the Promotion of Pro-Environmental Behavior Among Youth
 
 
Font Type:
Arial Georgia Verdana
Font Size:
Aa Aa Aa
Line Spacing:
Column Width:
Background:
Article

Enhancing Environmental Literacy Through Digital Game-Based Learning: A Technology-Integrated Attitude Change Approach

1
Department of Information and Learning Technology, National University of Tainan, Tainan City 700, Taiwan
2
Tainan Municipal Beimen District Beimen Elementary School, Tainan City 727, Taiwan
*
Author to whom correspondence should be addressed.
Sustainability 2025, 17(16), 7416; https://doi.org/10.3390/su17167416
Submission received: 8 July 2025 / Revised: 13 August 2025 / Accepted: 15 August 2025 / Published: 16 August 2025
(This article belongs to the Special Issue Motivating Pro-Environmental Behavior in Youth Populations)

Abstract

Technology-enhanced learning environments are increasingly designed to promote not only knowledge acquisition but also affective and behavioral changes. This study explored how digital game-based learning (DGBL), combined with the Stage Model of Self-Regulated Behavioral Change (SSBC), can support such transformation. Focusing on environmental literacy as a target domain, fifty sixth-grade students were assigned to either a DGBL group or a web-based learning group in a quasi-experimental design. Quantitative data were collected using literacy scales measuring knowledge, sensitivity, and attitude, while qualitative insights were gathered via interviews. Our results showed that while both groups improved in terms of environmental knowledge, the DGBL group demonstrated significantly greater gains in attitudes. The interview findings revealed that the interactive storytelling and role-playing in the game promoted emotional engagement and self-reflection, aligning with the SSBC’s predecision stage. These results highlight the potential of theory-driven digital games to foster deeper cognitive–affective learning and pro-environmental behaviors among young learners.
Keywords: behavioral change; stage model; digital game-based learning; environmental literacy; sensitivity; attitudes behavioral change; stage model; digital game-based learning; environmental literacy; sensitivity; attitudes

Share and Cite

MDPI and ACS Style

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

AMA Style

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 Style

Tsai, 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 Style

Tsai, 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

Note that from the first issue of 2016, this journal uses article numbers instead of page numbers. See further details here.

Article Metrics

Back to TopTop