Digital Games in Education for Sustainable Development
Abstract
1. Introduction
1.1. Education for Sustainable Development in a Changing World
1.2. Digital Games as Emerging Tools for Education
1.3. Goals and Research Questions of This Study
- What key competencies and cognitive, motivational, social, and behavioral outcomes do digital games support in ESD-related learning contexts?
- What game elements and design features maximize the potential of digital games for learning in ESD?
2. Theoretical Foundations of Digital Games in ESD
2.1. Conceptual Clarifications: Games, Gamification, and Game-Based Learning
2.2. Learning Outcomes
2.3. Theoretical Foundations of Learning Through Gameful Experiences
2.4. Digital Games and Sustainability Learning
3. Methodology: Narrative Synthesis of 40 Studies
3.1. Review Approach
3.2. Literature Search Strategy
- -
- (“serious games” OR “game-based learning” OR “gamification” OR “digital educational games”) AND (“education for sustainable development” OR “sustainability education” OR “environmental education” OR “ESD”);
- -
- (“serious games” OR “simulations” OR “simulation games”) AND (“sustainability” OR “climate change” OR “socio-ecological systems”) AND (“education” OR “learning” OR “pedagogy”);
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- (“game-based learning” OR “gamification”) AND (“sustainability” OR “environmental”) AND (“motivation” OR “systems thinking” OR “behavior” OR “engagement”).
3.3. Selection of Studies and Corpus Composition
3.4. Analytical Framework and Synthesis Procedure
3.5. Transparency and Limitations of the Review
4. Contributions and Learning Outcomes of Digital Games in ESD
4.1. Cognitive Outcomes
4.2. Affective and Motivational Outcomes
4.3. Social Outcomes
4.4. Behavioral Outcomes and Transfer
5. Mechanisms and Game Design Features
- (1)
- Feedback: A central mechanism identified across many studies is the role of feedback, particularly immediate and dynamic feedback. Digital games allow learners to observe the consequences of their actions in real time, which is especially important in sustainability contexts where cause–effect relationships are often indirect or delayed [79]. Such feedback mechanisms can make otherwise invisible sustainability dynamics more tangible and experienceable, thereby supporting systems thinking and self-efficacy [66,79,86]. Experimental research further shows that providing structured learning instructions and explanatory feedback can significantly influence learning outcomes, although excessive guidance may increase cognitive load and reduce transfer performance [69]. These findings correspond with self-determination theory and cognitive load theory (Section 2.3), suggesting that effective feedback must be carefully balanced and should provide competence and orientation without overwhelming learners.
- (2)
- Adaptivity: Closely related to feedback is the importance of adaptivity and personalization. Adaptive digital games can tailor content, pacing, and difficulty to learners’ individual needs, thereby enhancing both knowledge acquisition and engagement. Empirical evidence shows that adaptive game elements can improve conceptual understanding, learning attitudes, and participation, particularly for learners with lower prior knowledge [70,81]. However, some studies report no significant benefits of adaptive elements compared to non-adaptive designs, depending on the quality of the adaptive mechanisms [83]. The findings therefore indicate that adequate personalization can be a powerful tool for addressing the diverse needs of learners in ESD. This aligns closely with flow theory, according to which learning environments are most effective when challenges correspond to learners’ competencies and progression levels (Section 2.3). Adaptive gamification is also a growing field of research in other areas, improving upon traditional “one-size-fits-all” solutions or unfocused gamification approaches by incorporating and adapting game elements based on user characteristics and the thematic context [91,92].
- (3)
- Achievements: Another key mechanism is the use of goals, challenges, and progression structures, which are central to maintaining engagement and orientation during gameplay. Gamification research highlights that elements such as points, badges, trophies, levels, and leaderboards can provide clear goals and reinforce progress, thereby increasing motivation and participation [37]. Moreover, reward-based game mechanics can significantly increase sustainability knowledge and learner persistence [40,93]. However, their effectiveness depends on how they are integrated into the learning process. Reviews emphasize that superficial use of such elements that rely primarily on external rewards may fail to produce meaningful learning outcomes, whereas well-designed goal structures can enhance both motivation and performance [37,39,74]. Thus, progression systems appear most beneficial when they are connected to meaningful challenges, problem-solving processes, and authentic sustainability-related tasks rather than functioning as isolated motivational devices.
- (4)
- Social interaction: The role of competition and cooperation has also been examined in detail. Meta-analytic evidence shows that competition in digital game-based learning can enhance motivation and engagement, but its effects on learning outcomes are mixed and context-dependent [63]. For instance, not all learners appreciate competition with classmates [94]. In contrast, cooperative and collaborative elements are often more closely aligned with ESD goals, as they support social learning and collective problem-solving. Peer interaction and joint decision-making therefore seem especially valuable when games address controversial or multi-perspective sustainability issues [64,84]. Studies comparing different approaches indicate that combining game-based learning with social interaction can lead to improved outcomes compared to purely individual learning [64]. These findings are consistent with social constructivist perspectives and with ESD competencies related to collaboration, participation, and pluralistic thinking [9,10,51].
- (5)
- Storytelling and contextualization: A further important design feature is the use of meaningful narratives and authentic contexts. Digital games often embed learning content within story-driven scenarios or simulated decision-making environments, thereby making abstract sustainability issues more tangible and relatable [41,86]. Narrative structures can increase emotional involvement and support immersion by situating learners within realistic socio-ecological dilemmas, trade-offs, and concrete scenarios [71,86]. In sustainability education, narratives are particularly relevant because they can connect cognitive understanding with emotional and ethical reflection. Storytelling and contextualized scenarios further support transfer by linking gameplay experiences to real-world sustainability challenges and decision-making situations [72,79,85].
- (6)
- Visualization and simulation: In addition, digital games are particularly effective in providing visualizations of complex processes and dynamic systems. Sustainability issues often involve indirect consequences and invisible or long-term processes, such as climate change or resource depletion. By visualizing these processes, games enable learners to understand relationships that are otherwise difficult to grasp [79]. Across the corpus, visualization repeatedly emerges as one of the most important mechanisms for fostering systems thinking and conceptual understanding [43,62,66,79,82]. By linking actions to visible consequences, games can support learners in recognizing interdependencies between ecological, social, and economic dimensions and in understanding delayed or unintended effects of decisions.
- (7)
- Active engagement and experiential learning: Another recurring mechanism is the emphasis on active learning and interaction. Digital games require learners to engage actively with content, make decisions, solve problems, and explore different strategies rather than passively receiving information. Especially in games that rely on simulations and modelling, learners explore sustainability systems through experimentation and iterative decision-making [72,76,95,96,97,98,99]. Such forms of experiential, inquiry-based, and problem-based learning are repeatedly identified as key mechanisms explaining why digital games can enhance both understanding and retention and thus support deeper sustainability learning [42,87,88]. These findings strongly align with constructivist and experiential learning theories (Section 2.3), according to which understanding develops through active exploration, reflection, and interaction with authentic problems.
6. Pedagogical Embedding and Implementation
7. Challenges, Limitations, and Research Gaps
8. Discussion
8.1. Digital Games as Enablers of ESD Competencies
8.2. The Knowledge–Action Gap: A Structural Limitation
8.3. Design Principles for Digital Games in ESD
9. Conclusions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
| ESD | Education for Sustainable Development |
| GBL | Game-based learning |
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| # | Ref. | Author, Year | Title | Key Message |
|---|---|---|---|---|
| 1 | [62] | Ahmadov et al., 2025 | A two-phase systematic literature review on the use of serious games for sustainable environmental education. | The review shows that serious games increasingly support sustainability education by enhancing engagement, systems thinking, and behavior change. Yet, their effectiveness is constrained by limited theoretical grounding, inconsistent evaluation, and gaps in empirical evidence, indicating a need for more rigorous, integrated research and design. |
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| 3 | [63] | Chen et al., 2020 | The effects of competition in digital game-based learning (DGBL): A meta-analysis. | The meta-analysis shows that competition in digital game-based learning has a moderate positive effect on learning outcomes. Its impact varies by subject, game type, and age, working best in structured domains like math. While broadly beneficial, effectiveness depends on thoughtful design and context. |
| 4 | [41] | de Freitas, 2018 | Are games effective learning tools? A review of educational games. | The review concludes that educational games are generally effective learning tools, improving engagement, motivation, and learning outcomes compared to traditional methods. However, their success depends on sound design, integration, and interdisciplinary research, as well as overcoming methodological and implementation challenges. |
| 5 | [64] | de-Marcos et al., 2016 | On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking. | The study finds that game-based, gamified, and social approaches all improve learning performance, especially for practical skills. Social gamification is most effective overall, combining competition and collaboration. However, traditional methods remain superior for conceptual knowledge, highlighting the need to integrate approaches. |
| 6 | [65] | den Haan & van der Voort, 2018 | On evaluating social learning outcomes of serious games to collaboratively address sustainability problems: A literature review. | The review shows that collaborative serious games are effective tools for fostering social learning in sustainability contexts, mainly enhancing knowledge and system understanding. However, evaluations focus primarily on cognitive outcomes, while normative and relational learning remain less explored despite their importance. |
| 7 | [44] | Dernat et al., 2025 | A sustainable game changer? Systematic review of serious games used for agriculture and research agenda. | The review shows that serious games in agriculture effectively support learning, collaboration, and decision-making for sustainability transitions. While their use is increasing and shifting toward participatory co-design, evidence of real-world impact remains limited, highlighting the need for better evaluation. |
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| 11 | [32] | Gui et al., 2023 | Effectiveness of digital educational game and game design in STEM learning: A meta-analytic review. | Digital game-based learning significantly improves STEM outcomes compared to traditional instruction, with medium-to-large effects on knowledge and especially cognitive skills. Added design elements further enhance learning, particularly when targeting content. Effectiveness varies by subject, game type, and learning outcomes. |
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| 15 | [71] | Janakiraman et al., 2021 | Effectiveness of digital games in producing environmentally friendly attitudes and behaviors: A mixed methods study. | The study shows that digital game-based learning can effectively foster environmentally friendly attitudes and behaviors. By combining cognitive, emotional, and interactive elements, games enhance engagement and learning transfer. Effects are strongest short term, while social learning shows longer retention. |
| 16 | [72] | Jääskä et al., 2021 | Game-based learning in project sustainability management education. | The study finds that game-based learning effectively integrates sustainability into project management education by enabling experiential, decision-based learning in simulated environments. It enhances engagement, motivation, and practical skills, supporting learning goals, though careful design and facilitation are essential. |
| 17 | [73] | Johnson et al., 2017 | Gamification and serious games within the domain of domestic energy consumption: A systematic review. | The review shows that gamification and serious games can positively influence domestic energy consumption by improving engagement, awareness, and short-term behavior change. However, evidence is limited and methodologically weak, and long-term effects remain unclear, requiring more rigorous research. |
| 18 | [74] | Kalogiannakis et al., 2021 | Gamification in science education: A systematic review of the literature. | The review shows that gamification in science education generally enhances students’ motivation, engagement, and short-term learning outcomes. However, results remain inconsistent, often due to weak theoretical grounding and design issues. More rigorous, theory-driven research is needed to confirm long-term educational benefits. |
| 19 | [75] | Katsaliaki & Mustafee, 2015 | Edutainment for sustainable development: A survey of games in the field. | The study reviews 49 serious games for sustainable development and finds that they effectively raise awareness and improve understanding of sustainability issues and decision-making. However, design quality, validation, and evaluation vary widely, indicating the need for more rigorous, theory-based development and assessment. |
| 20 | [51] | Krath et al., 2021 | Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. | The study reveals that gamification research is highly fragmented, drawing on 118 different theories. It derives core principles explaining how gamification works, such as goal-setting, feedback, and adaptive challenges. Overall, it highlights the need for stronger theoretical integration to improve design and effectiveness. |
| 21 | [40] | Li et al., 2023 | Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: A meta-analysis. | The meta-analysis shows that gamification has a strong positive effect on learning outcomes (g ≈ 0.82), though results vary by context. Its effectiveness depends on factors like user type, subject, design, duration, and environment. Overall, well-designed, long-term gamification enhances motivation and academic performance. |
| 22 | [39] | Luo, 2022 | Gamification for educational purposes: What are the factors contributing to varied effectiveness? | The study shows that gamification in education yields inconsistent results, ranging from positive to negligible or negative effects. Its success depends on design quality, learner characteristics, and context. Effective implementations align game elements with psychological mechanisms (e.g., feedback, challenge), enhancing engagement and learning. |
| 23 | [76] | Madani et al., 2017 | Serious games on environmental management. | Serious games can enhance environmental learning by enabling experiential understanding and fostering skills like critical thinking and collaboration. However, their effectiveness varies with design and context, while limited evaluation methods and accessibility hinder broader adoption. |
| 24 | [37] | Manzano-León et al., 2021 | Between level up and game over: A systematic literature review of gamification in education. | Gamification in education generally improves motivation, engagement, and academic performance across levels. However, its effectiveness depends on thoughtful design: diverse elements and intrinsic motivation are key, while simplistic reward systems (e.g., badges alone) may reduce long-term motivation. |
| 25 | [77] | Merino-Cajaraville et al., 2023 | SCHEMA: A process for the creation and evaluation of serious games—A systematic review towards sustainability. | The study reviews methodologies for designing serious games and finds fragmented, inconsistent approaches lacking standardization and evaluation. It proposes the SCHEMA model, integrating design, development, and assessment with iterative processes and teacher involvement, aiming to balance pedagogy and playfulness and improve effectiveness and sustainability. |
| 26 | [78] | Motlagh et al., 2025 | Discovering the potential of serious games for transformative sustainability research. | The paper shows that serious games can effectively support transformative sustainability research by fostering co-learning, stakeholder engagement, and experimentation. It introduces a framework linking game complexity, collaboration, and research stages to guide their selection and integration, while highlighting gaps in evaluation, scalability, and ethics. |
| 27 | [79] | Muenz et al., 2023 | How a digital educational game can promote learning about sustainability. | The study finds that digital simulation games can enhance sustainability learning by making complex interrelations visible and linking actions to immediate feedback. This fosters conceptual change and self-efficacy, but requires guided reflection to ensure deeper understanding and real-world transfer. |
| 28 | [45] | Olgen et al., 2025 | Sustainability in the built environment reflected in serious games: A systematic narrative literature review. | Serious games support sustainability learning in the built environment by enhancing engagement, systems thinking, and decision-making. However, their impact is limited by fragmented integration, weak SDG alignment, and insufficient inclusivity, highlighting the need for more holistic, practice-oriented design. |
| 29 | [80] | Pineda-Martínez et al., 2023 | Impact of video games, gamification, and game-based learning on sustainability education in higher education. | Game-based and gamified approaches in higher education enhance sustainability learning by increasing motivation, engagement, and social skills while improving understanding of SDGs. However, evidence remains limited, highlighting gaps in empirical validation, integration, and scalability of these methods in practice. |
| 30 | [38] | Sailer & Homner, 2020 | The gamification of learning: A meta-analysis. | This meta-analysis shows that gamification yields small but significant improvements in cognitive, motivational, and behavioral learning outcomes. Effects vary by design factors (e.g., social interaction), remain partly unstable, and highlight the need for more rigorous, theory-driven research to optimize impact. |
| 31 | [81] | Shin & Rowe, 2026 | Game-based learning for sustainable development: Impacts on students’ perceptions by prior knowledge level. | The study shows that the serious game “future worlds” significantly broadens students’ understanding of sustainable development, shifting views beyond environmental issues toward integrated social and economic dimensions. Effects vary by prior knowledge, highlighting the need for adaptive, feedback-driven game design. |
| 32 | [82] | Stanitsas et al., 2019 | Facilitating sustainability transition through serious games: A systematic literature review. | The review shows that serious games are increasingly used as effective tools for sustainability education, enhancing engagement and understanding of complex issues. However, most games address only parts of sustainability’s economic, social, and environmental dimensions, highlighting gaps in holistic learning and the need for improved design and evaluation. |
| 33 | [43] | Tan & Nurul-Asna, 2023 | Serious games for environmental education. | The review finds that serious games are effective tools for environmental education, enhancing knowledge, attitudes, and behavior through immersive, interactive learning. However, they often address sustainability only partially and lack robust evaluation data. Future development should focus on holistic design and better assessment of long-term impacts. |
| 34 | [83] | Vanbecelaere et al., 2020 | The effectiveness of adaptive versus non-adaptive learning with digital educational games. | The study shows that both adaptive and non-adaptive digital reading games significantly improve young children’s early literacy skills, but adaptive features do not yield superior outcomes. Cognitive gains, motivation, and self-concept were similar across all conditions, suggesting limited added value of adaptivity. |
| 35 | [84] | Wahlström, 2025 | Using games in environmental and sustainability education: Identifying teaching traditions in a game about carbon dioxide emissions. | The study shows that the card game “Climate Call” integrates fact-based, normative, and pluralistic teaching traditions, with a stronger emphasis on factual knowledge and critical discussion. Its educational value lies in flexibility, but effective learning depends on teachers’ guidance and contextualization. |
| 36 | [33] | Wang et al., 2022 | Effects of digital game-based STEM education on students’ learning achievement: A meta-analysis. | The meta-analysis shows that digital game-based STEM education significantly improves students’ learning outcomes with a moderate positive effect. Its effectiveness is robust across contexts, though influenced by factors like game type and duration. Overall, digital games are a promising, but context-dependent, instructional tool. |
| 37 | [85] | Whalen et al., 2018 | ‘All they do is win’: Lessons learned from use of a serious game for Circular Economy education. | The study finds that the serious game “In the Loop” effectively promotes systems thinking and awareness of material criticality in engineering students. It fosters reflection on Circular Economy strategies, though learning depends on context and debriefing. Overall, it is a valuable, experiential tool for CE education. |
| 38 | [86] | Wu & Lee, 2015 | Climate change games as tools for education and engagement. | The paper argues that climate change games are powerful tools for education and engagement, as they enable experiential learning, systems thinking, and emotional involvement. While diverse formats offer flexibility, their impact on long-term behavior remains uncertain, requiring further research. |
| 39 | [87] | Zeng et al., 2020 | To learn scientifically, effectively, and enjoyably: A review of educational games. | The review shows that educational games enhance motivation, engagement, and learning outcomes by enabling “learning by doing” in immersive environments. They foster higher-order skills and meaningful learning, but require careful design to balance gameplay and cognition and to ensure effective knowledge construction. |
| 40 | [88] | Zhonggen, 2019 | A meta-analysis of use of serious games in education over a decade. | The meta-analysis shows that serious games generally enhance learning outcomes, motivation, and engagement across disciplines. Their effectiveness depends on design factors like feedback, interaction, and realism, while excessive cognitive load can hinder learning. Overall, they are promising but require careful, theory-based design. |
| Outcome Category | Frequency Among Empirical Studies | Frequency Among Reviews and Meta-Studies | Typical Outcomes Addressed |
|---|---|---|---|
| Cognitive outcomes | Most studies, [68,83,85] | Most studies, [66,75,82] | knowledge acquisition, conceptual understanding, systems thinking, problem-solving, critical thinking |
| Affective and motivational outcomes | Majority of studies, [69,70,72] | Majority of studies, [38,40,74] | engagement, motivation, enjoyment, immersion, self-efficacy, learning attitudes |
| Social outcomes | Many studies, [64,71,84] | Some studies, [65,78,80] | collaboration, participation, co-learning, communication, stakeholder interaction, perspective-taking |
| Behavioral outcomes and transfer | Some studies, [79,81,88] | Few studies, [62,73,86] | behavioral intentions, transfer, real-world application, sustainable behavior, long-term change |
| Number | Effective Digital Games in ESD Should… |
|---|---|
| 1 | support systems exploration and decision-making, |
| 2 | combine experience with structured reflection, |
| 3 | balance autonomy and guidance, |
| 4 | be embedded within broader social and educational processes. |
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Paul, J. Digital Games in Education for Sustainable Development. Sustainability 2026, 18, 5930. https://doi.org/10.3390/su18125930
Paul J. Digital Games in Education for Sustainable Development. Sustainability. 2026; 18(12):5930. https://doi.org/10.3390/su18125930
Chicago/Turabian StylePaul, Jürgen. 2026. "Digital Games in Education for Sustainable Development" Sustainability 18, no. 12: 5930. https://doi.org/10.3390/su18125930
APA StylePaul, J. (2026). Digital Games in Education for Sustainable Development. Sustainability, 18(12), 5930. https://doi.org/10.3390/su18125930

