Raising Awareness of Climate Heritage Resilience and Vulnerability by Playing Serious Video Games
Abstract
:1. Introduction
2. Research Aim
- Using the revised Bloom taxonomy for selecting mini-games for the maze;
- Involving expert opinions on climate heritage issues for the didactic content integrated into the game.
3. Related Works
4. Materials and Methods
4.1. Design Methodologies
4.2. Game Implementation
4.3. Evaluation Methodology
5. Results
5.1. Player Profiles
5.2. Game Validation
5.2.1. Evaluation of Game Learnability
5.2.2. Game Experience Gained in the Mini-Games
- The interaction between age and educational game playing is a factor for the variance of flow with R2 = 0.41505 significant at p < 0.01;
- The interaction between age and educational gameplay is a factor for the variance of competence with R2 = 0.43594 significant at p < 0.05;
- The interaction between age, gender, and educational game playing is a factor for the variance of positive affect with R2 = 0.50534 significant at p < 0.05;
- The interaction between gender, total game playing, and educational game playing is a factor for Tension variance with R2 = 0.31942, significant at p < 0.05.
5.2.3. Qualitative Results
6. Discussion
6.1. Answers to the Research Questions
6.2. Limitations of the Study
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Activity | Resilience Game | Vulnerability Game |
---|---|---|
Game design | User-centered design methodology; circular maze with 5 halls | User-centered maze design methodology; circular maze with 5 halls |
Learning content design | Selection of content from documents suggested by domain specialists; 38 multi-slide learning boards | Active collaboration between game designers and domain specialists using shared templates; 39 multi-slide learning boards |
Learning objects and mini-games design | No framework was applied; 5 types of mini-games with 8 game instances | The revised Bloom’s Taxonomy of learning outcomes was applied; 6 types of mini-games with 9 game instances |
Formal description design | XML description of 771 lines used for automatic maze generation by the APOGEE platform | XML description of 746 lines used for automatic maze generation by the APOGEE platform |
Multimedia design | 82 images and 5 audio resources | 75 images and 5 audio resources |
Distribution design | An online video game accessible through a Web page (limited to workshop participants) | An online video game accessible through a Web page (limited to workshop participants) |
Taxonomy Dimension | Dimension Definition | Application in the Maze Game |
---|---|---|
Create | Produce new, original work | Read the instructions on the learning boards about a specific task (e.g., read an additional learning resource) or a mini-game in the maze hall. |
Evaluation | Justify a standpoint or decision | Select the correct answer(s) in the quiz game with various difficulty levels or answer questions to unlock the next hall. |
Analyze | Draw connections among ideas | Arrange images in a time sequence or specific order; Compare images to textual descriptions to find the right match between image and text; Roll a ball to the correct 3D object. |
Apply | Use the information in a new situation | Roll a ball to a 3D object with new contextual information; Arrange images according to new contextual descriptions; Mapping images to a textual description; Locate the correct position on a map and roll a ball with an appropriate textual description. |
Understand | Explain ideas or concepts | Locate the correct position on a map and roll a ball with an appropriate textual description; Identify terms on the character table corresponding to specific definitions provided in the help. |
Remember | Recall facts and basic concepts | Remember facts and concepts given at information learning boards or hidden 3D objects with metadata; Memorize them through memory game matching images; Remember terms as identify them on the character table. |
Attribute | Ease of Learning | Familiarity | Consistency | Predictability | Informative Feedback | Error Handling | |
---|---|---|---|---|---|---|---|
Metrics | |||||||
t-test (p-value) | 0.03926 | 0.18284 | 0.34356 | 0.36859 | 0.04365 | 0.17774 | |
∆M | 0.50974 | 0.19805 | 0.00325 | −0.22078 | 0.39935 | 0.37987 | |
Pooled SD | 1.76831 | 1.45209 | 1.57259 | 1.29413 | 1.34415 | 1.39162 | |
Cohen’s d | 0.28826 | 0.13639 | 0.00206 | −0.17060 | 0.29710 | 0.27297 |
Attribute | Ease of Learning | Familiarity | Consistency | Predictability | Informative Feedback | Error Handling | |
---|---|---|---|---|---|---|---|
Pearson r | |||||||
Ease of Learning | 1 | ||||||
Familiarity | 0.38711 | 1 | |||||
Consistency | 0.36060 | 0.21252 | 1 | ||||
Predictability | * 0.46427 | * 0.50374 | 0.17867 | 1 | |||
Informative Feedback | * 0.43204 | 0.23372 | * 0.44618 | 0.41114 | 1 | ||
Error Handling | −0.08573 | 0.17926 | −0.08025 | 0.07638 | −0.10367 | 1 |
Factors | Flow | Challenge | Competence | Positive Affect | Negative Affect | Immersion | Tension | |
---|---|---|---|---|---|---|---|---|
Metrics | ||||||||
t-test (p-value) | 0.04895 | 0.03857 | 0.10035 | 0.04413 | 0.04008 | 0.16785 | 0.18849 | |
∆M | 0.33731 | −0.49816 | 0.26540 | 0.31014 | −0.35881 | 0.17179 | −0.15256 | |
Pooled SD | 1.22843 | 1.34305 | 1.22164 | 1.19657 | 1.31819 | 1.25944 | 1.19877 | |
Cohen’s d | 0.27459 | −0.37092 | 0.21725 | 0.25919 | −0.27220 | 0.13640 | −0.12726 |
Factors | Flow | Challenge | Competence | Positive Affect | Negative Affect | Immersion | Tension | |
---|---|---|---|---|---|---|---|---|
Pearson r | ||||||||
Flow | 1 | |||||||
Challenge | 0.21886 | 1 | ||||||
Competence | ** 0.83690 | 0.26321 | 1 | |||||
Positive Affect | ** 0.82530 | 0.19795 | ** 0.88843 | 1 | ||||
Negative Affect | −0.04117 | * 0.61540 | 0.11159 | −0.00916 | 1 | |||
Immersion | ** 0.88527 | 0.15200 | ** 0.78798 | ** 0.94277 | −0.15800 | 1 | ||
Tension | 0.06524 | ** 0.82219 | 0.14890 | 0.10185 | ** 0.78561 | −0.01465 | 1 |
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Bontchev, B.; Terzieva, V.; De Bonis, L.; Nocera, R.; Vassileva, D.; Ottaviano, G. Raising Awareness of Climate Heritage Resilience and Vulnerability by Playing Serious Video Games. Appl. Sci. 2025, 15, 21. https://doi.org/10.3390/app15010021
Bontchev B, Terzieva V, De Bonis L, Nocera R, Vassileva D, Ottaviano G. Raising Awareness of Climate Heritage Resilience and Vulnerability by Playing Serious Video Games. Applied Sciences. 2025; 15(1):21. https://doi.org/10.3390/app15010021
Chicago/Turabian StyleBontchev, Boyan, Valentina Terzieva, Luciano De Bonis, Rossella Nocera, Dessislava Vassileva, and Giovanni Ottaviano. 2025. "Raising Awareness of Climate Heritage Resilience and Vulnerability by Playing Serious Video Games" Applied Sciences 15, no. 1: 21. https://doi.org/10.3390/app15010021
APA StyleBontchev, B., Terzieva, V., De Bonis, L., Nocera, R., Vassileva, D., & Ottaviano, G. (2025). Raising Awareness of Climate Heritage Resilience and Vulnerability by Playing Serious Video Games. Applied Sciences, 15(1), 21. https://doi.org/10.3390/app15010021