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34 pages, 4966 KB  
Article
Immersive Fashion Commerce and Persuasive Interface Design in DressGO on Roblox
by Matilde Martínez Moriel and Guillermo García-Badell Delibes
J. Theor. Appl. Electron. Commer. Res. 2026, 21(7), 218; https://doi.org/10.3390/jtaer21070218 - 9 Jul 2026
Viewed by 324
Abstract
This article examines how DressGO, a fashion game developed by DRESSX on Roblox, organizes immersive fashion commerce for youth-oriented audiences through persuasive and gamified interface design. Rather than treating purchase as a discrete transactional event, the study examines how monetization cues are embedded [...] Read more.
This article examines how DressGO, a fashion game developed by DRESSX on Roblox, organizes immersive fashion commerce for youth-oriented audiences through persuasive and gamified interface design. Rather than treating purchase as a discrete transactional event, the study examines how monetization cues are embedded in progression loops, cosmetic status, and habitual return within a platform-mediated retail environment. Methodologically, the article adopts a qualitative single-case study and interface analysis based on a primary corpus of 12 screenshots selected from an initial pool of 34 screenshots collected across six gameplay sessions in January 2026, complemented by observational notes and contextual documentary triangulation and supplementary verification material for Robux/payment-route visibility. The analysis identifies four operational mechanisms: staged unboxing as a sensory gateway to acquisition, daily rewards and quantified tasks as retention infrastructure, rankings and rarity displays as social comparison cues, and accelerators, probability boosters, and waiting timers as conversion pressure mechanisms. The findings indicate that the interface integrates virtual fashion consumption into ordinary play and social visibility, while monetization cues operate through playful aesthetics, repetition, scarcity cues, and low-friction prompts embedded in progression systems. The article contributes to immersive commerce research by examining how gamification, interface design, and symbolic fashion value converge in a youth-oriented virtual retail environment. It further argues that randomized access, temporal friction, and comparative visibility should be understood not only as engagement features, but also as matters of digital fairness, platform trust, and responsible interface design. Full article
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23 pages, 18318 KB  
Article
The Whimsical Inflatable: Pneumatic Objects in Contemporary Visual and Choreographic Art
by Alexandra Kolb
Arts 2026, 15(7), 160; https://doi.org/10.3390/arts15070160 - 8 Jul 2026
Viewed by 339
Abstract
This article analyses pneumatic (inflatable) objects as used in the work of four contemporary European artists from diverse disciplinary backgrounds: choreographers Adrienne Hart and Gabriella Engdahl, and visual artists Michael Shaw and Bambí Benkö. Deployed across deconsecrated churches, swimming pools, theatres, galleries and [...] Read more.
This article analyses pneumatic (inflatable) objects as used in the work of four contemporary European artists from diverse disciplinary backgrounds: choreographers Adrienne Hart and Gabriella Engdahl, and visual artists Michael Shaw and Bambí Benkö. Deployed across deconsecrated churches, swimming pools, theatres, galleries and streets, these works demonstrate a broad spectrum of engagement with inflatables, ranging from formalist to existential, social and political-activist purposes—all implicating choreography in an expanded sense. Informed by theories from the visual arts, dance studies and sociology, as well as interviews with the artists themselves, the analysis adopts a multi-methodological approach attuned to this diversity. Overarching concerns about spectatorship, site and materiality centre on how inflatables’ precarious properties—porous seams requiring continual reinflation—engender playful instability and encourage interaction with audiences. Proposing ‘whimsy’ as a critical lens, the essay reimagines contemporary inflatables as cultural-choreographic objects that question disciplinary boundaries. The artists’ practices both extend a 1960s legacy of pneumatic experiments and redirect their utopian-critical impulses toward twenty-first-century issues. Full article
(This article belongs to the Special Issue Dance Objects)
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25 pages, 2000 KB  
Article
Influence of Specific Acoustic Parameters on Responses in Growing Pigs: Towards a Precision Auditory Enrichment Strategy
by Zhijiang Wang, Mengyao Yi, Haoyuan Liu, Zhouhao Zhang, Haikang Li, Guangying Hu and Zhenyu Liu
Animals 2026, 16(10), 1475; https://doi.org/10.3390/ani16101475 - 11 May 2026
Viewed by 945
Abstract
Improving animal welfare through standardized management protocols remains a key challenge in intensive pig production. Auditory enrichment, such as music, represents a promising non-invasive strategy, yet its application is often empirical, lacking mechanistic understanding and objective assessment tools. This study investigated growing pigs’ [...] Read more.
Improving animal welfare through standardized management protocols remains a key challenge in intensive pig production. Auditory enrichment, such as music, represents a promising non-invasive strategy, yet its application is often empirical, lacking mechanistic understanding and objective assessment tools. This study investigated growing pigs’ active preferences for structured musical parameters to establish a precision auditory enrichment framework. Seventy-two crossbred pigs were subjected to a free-choice paradigm under simulated farm conditions, with a 2 × 2 factorial design manipulating musical stimulus type (a guqin string piece vs. a Mozart wind excerpt) and tempo (fast: 200 bpm vs. slow: 65 bpm) was continuously quantified using an enhanced YOLOv11-based automated recognition system (mean average precision mAP50: 90.5% ± 1.5%). Results revealed highly parameter-dependent effects: the slow-tempo GS stimulus and the fast-tempo MF stimulus significantly prolonged occupancy time (p < 0.01) and elicited distinct profiles. The GS stimulus promoted a calm, investigative state, increasing lying, exploration, and drinking time (p < 0.05), while the MF stimulus stimulated an active playful state, characterized by increased walking and playing (p < 0.05). Other musical combinations showed negligible effects, whereas noise exposure consistently triggered stress-related responses. This study establishes an integrated “parametric design → automated assessment → specific output” methodology for precision auditory enrichment, providing an empirical basis for evidence-based acoustic protocols in commercial pig production. Full article
(This article belongs to the Section Pigs)
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26 pages, 2077 KB  
Review
Intervention Practices for Promoting Well-Being and Cognitive Development in Hospitalized Children: A Scoping Review
by Sofía Castro-Trigo, Alexa von Hagen, Paloma Alonso-Stuyck, Pau Miquel, Donovan Barba-Reynoso, Agustina Quintero, Julieta Zorrilla de San Martín and Augusto Ferreira-Umpiérrez
Eur. J. Investig. Health Psychol. Educ. 2026, 16(3), 41; https://doi.org/10.3390/ejihpe16030041 - 10 Mar 2026
Viewed by 2004
Abstract
Psychosocial and cognitive interventions are increasingly implemented in pediatric hospital settings. However, evidence regarding their structure, delivery, and outcomes remains dispersed. This scoping review aimed to synthesize current evidence on these interventions, focusing on their design, professional delivery, reported outcomes, and existing research [...] Read more.
Psychosocial and cognitive interventions are increasingly implemented in pediatric hospital settings. However, evidence regarding their structure, delivery, and outcomes remains dispersed. This scoping review aimed to synthesize current evidence on these interventions, focusing on their design, professional delivery, reported outcomes, and existing research gaps. It was conducted using established scoping review methodology and is reported in accordance with PRISMA-ScR guidelines. Systematic searches were conducted in PubMed, Scopus, Web of Science, PsycINFO, and ProQuest Dissertations to identify peer-reviewed and grey literature published between 2009 and 2024. Following study selection based on predefined inclusion criteria, data were charted using a standardized data extraction form and analyzed to synthesize and map key characteristics of interventions and outcomes in relation to the review questions. Sixty-one studies met the inclusion criteria. Interventions primarily targeted school-aged children and adolescents and were delivered by psychologists, educators, and nurses, frequently within interdisciplinary teams. A wide range of materials and resources were used, including digital technologies, playful and artistic materials, audiovisual and informational supports, and sensory or therapeutic objects. Techniques primarily involved guided conversation, cognitive and body-based exercises, and play-based approaches. Outcomes mainly focused on emotional well-being and recovery, while fewer interventions explicitly addressed cognitive processes such as attention and executive functioning. Overall, reported effects were generally positive. These findings suggest that psychosocial and cognitive interventions in pediatric hospital settings reflect a wide range of approaches, while also revealing methodological heterogeneity, variability in reporting, and the underrepresentation of low- and middle-income countries, pointing to the need for more robust and inclusive future research. Full article
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17 pages, 2256 KB  
Article
Game Design as a Pedagogical Tool: Evaluating CriaMat in Mathematics Education
by Carla Duarte, Sónia Pais and Andreia Hall
Educ. Sci. 2026, 16(1), 71; https://doi.org/10.3390/educsci16010071 - 5 Jan 2026
Viewed by 923
Abstract
This study explores the potential of educational game design as a pedagogical strategy for teaching Mathematics in lower secondary education, addressing persistent challenges related to students’ motivation and engagement with the subject. The research focuses on the creation and implementation of a game, [...] Read more.
This study explores the potential of educational game design as a pedagogical strategy for teaching Mathematics in lower secondary education, addressing persistent challenges related to students’ motivation and engagement with the subject. The research focuses on the creation and implementation of a game, CriaMat, an ideation tool developed to support students in designing their own mathematical games. A qualitative approach was adopted, structured as a case study conducted in four classes and involving a total of 50 students. Data collection followed a mixed-methods strategy, combining participant observation, document analysis, and questionnaire-based inquiry, each applied during different phases of the intervention. The results indicate a positive reception of the approach, particularly in terms of student engagement, collaboration, and perceived learning. Analysis of the games produced demonstrates students’ ability to create functional games that integrate the knowledge and skills developed throughout the process. The findings also suggest that learning to design games was perceived as a valuable strategy for engaging with and consolidating mathematical content, while simultaneously providing a privileged context for developing essential competencies—such as critical thinking, creativity, and problem-solving—aligned with the national competency framework for compulsory education. The study does not aim to measure learning gains, but rather to explore students’ perceptions and experiences of learning mathematics through the process of game creation. Full article
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27 pages, 5048 KB  
Article
Living Counter-Maps: A Board Game as Critical Design for Relational Communication in Dementia Care
by Shital Desai, Sheryl Peris, Ria Saraiya and Rachel Remesat
Societies 2025, 15(12), 347; https://doi.org/10.3390/soc15120347 - 11 Dec 2025
Viewed by 1040
Abstract
Dementia disrupts communication not only as a cognitive process but as a relational practice, leaving people living with dementia (PLwD) at risk of exclusion when language fragments. This study examines how communication closeness, the felt sense of being understood, emotionally attuned, and socially [...] Read more.
Dementia disrupts communication not only as a cognitive process but as a relational practice, leaving people living with dementia (PLwD) at risk of exclusion when language fragments. This study examines how communication closeness, the felt sense of being understood, emotionally attuned, and socially connected, might be supported through Research in and through Design (Ri&tD). Drawing on formative mixed-reality studies and a participatory co-design workshop with PLwD, caregivers, and stakeholders, we iteratively developed a series of playful artifacts culminating in Neighbourly, a tactile board game designed to support relational interaction through rule-based, multimodal play. Across this design genealogy, prototypes were treated as Living Counter-Maps: participatory mappings that made patterns of gesture, rhythm, shared attention, and material engagement visible and discussable. Through iterative interpretation and synthesis, the study identifies three guiding principles for designing for communication closeness: supporting co-regulation rather than correction, enabling multimodal reciprocity, and providing a shared material focus for joint agency. The paper consolidates these insights in the Living Counter-Maps Framework, which integrates counter-mapping and Ri&tD as a methodological approach for studying and designing relational communication in dementia care. Full article
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19 pages, 678 KB  
Article
Autolycus’ Game: Game-Based Learning in Natural Environments for Meaningful Physical Education
by Alberto Ferriz-Valero, Salvador Baena-Morales, Esmeralda Guillén and Juan Alejandro Piñol-Vázquez
Educ. Sci. 2025, 15(12), 1642; https://doi.org/10.3390/educsci15121642 - 6 Dec 2025
Cited by 1 | Viewed by 777
Abstract
Within the context of pedagogical renewal in Physical Education, Game-Based Learning (GBL) has emerged as a pedagogical model that can foster students’ motivation and engagement. This study explored university learners’ perceptions of a playful activity in a natural environment, entitled Autolycus’ Game, and [...] Read more.
Within the context of pedagogical renewal in Physical Education, Game-Based Learning (GBL) has emerged as a pedagogical model that can foster students’ motivation and engagement. This study explored university learners’ perceptions of a playful activity in a natural environment, entitled Autolycus’ Game, and its perceived contributions to their holistic development. A total of 114 undergraduate students enrolled in Early Childhood and Primary Education degrees participated in a two-hour session designed as a Breakout EDU in a university park. After the experience, their perceptions were collected through an online semi-structured questionnaire and analysed using qualitative coding techniques in Atlas.ti. Findings indicated that participants perceived Autolycus’ Game as motivating, creativity-enhancing, and supportive of social interaction and cooperative work. Most participants highlighted that this methodology helped them strengthen social and communication skills, while also valuing the use of the natural environment as a didactic resource. At the same time, participants identified areas for improvement—such as repetitive tasks, uneven difficulty across challenges, and limited supervision—that may reduce engagement if not carefully planned. Overall, participants described Autolycus’ Game as a valuable pedagogical strategy that may enrich learning experiences in Physical Education and support socio-emotional and motor competences, although the findings should be interpreted in light of the study’s limitations (single-institution sample, self-reported data, intact class groups taught by the researchers). Future work could examine outdoor Breakout EDU with mixed-methods and longitudinal designs to assess motivational processes and learning outcomes over time. Full article
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19 pages, 1229 KB  
Systematic Review
Effects of Virtual Reality Use on Children with Cerebral Palsy and Its Applications in Health: A Systematic Review
by Angie Estefania Mesa-Burbano, María Alejandra Fernández-Polo, John Steven Hurtado-Sánchez, Silvia Patricia Betancur-Bedoya, Diana Maritza Quiguanas-López and Leidy Tatiana Ordoñez-Mora
Healthcare 2025, 13(20), 2571; https://doi.org/10.3390/healthcare13202571 - 13 Oct 2025
Cited by 4 | Viewed by 3519
Abstract
Background/Objectives: This study evaluated the effects of virtual reality (VR) on functionality, quality of life, and motivation in children with cerebral palsy (CP). Methods: The systematic review was registered in PROSPERO (CRD42022321170) and conducted using the keywords physical therapy OR physiotherapy [...] Read more.
Background/Objectives: This study evaluated the effects of virtual reality (VR) on functionality, quality of life, and motivation in children with cerebral palsy (CP). Methods: The systematic review was registered in PROSPERO (CRD42022321170) and conducted using the keywords physical therapy OR physiotherapy AND “Virtual Reality”. Studies were screened based on title, abstract, and full-text review. The PEDro scale was used to assess methodological quality, and the GRADE system was applied to determine the level of certainty of the evidence. Results: A total of 10 studies showed improvements in balance, 6 in gross motor function, and 8 in upper limb coordination. Additional gains were found in daily functioning (6), gait (4), motivation (3), and spasticity (1–2). Overall, virtual reality enhanced motor abilities and engagement compared with conventional therapy, underscoring its value as a playful and motivating tool in rehabilitation. All outcome measures showed positive changes, particularly in functionality and quality of life. The primary outcomes with the most favorable responses to intervention were gross motor function and balance, followed by motivation and adherence. However, the generalities of the findings are limited due to variabilities in outcome reporting and measurement tools. Conclusions: The findings indicated clinical improvements in key outcome measures following VR interventions. Nonetheless, there were significant variabilities in the evaluation instruments used across studies. Despite this, the clinical evidence supported the integration of VR into neurorehabilitation processes for children with CP. Full article
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30 pages, 1773 KB  
Article
The Effect of Perceived Interactivity on Continuance Intention to Use AI Conversational Agents: A Two-Stage Hybrid PLS-ANN Approach
by Kewei Zhang, Jiacheng Luo, Qianghong Huang, Kuan Zhang and Jiang Du
J. Theor. Appl. Electron. Commer. Res. 2025, 20(4), 255; https://doi.org/10.3390/jtaer20040255 - 24 Sep 2025
Cited by 12 | Viewed by 6900
Abstract
As a pivotal carrier of emerging human–computer interaction technologies, artificial intelligence (AI) conversational agents (CAs) hold critical significance for research on the mechanisms of users’ continuance usage behaviour, which is essential for technological optimization and commercial transformation. However, the differential impact pathways of [...] Read more.
As a pivotal carrier of emerging human–computer interaction technologies, artificial intelligence (AI) conversational agents (CAs) hold critical significance for research on the mechanisms of users’ continuance usage behaviour, which is essential for technological optimization and commercial transformation. However, the differential impact pathways of multidimensional perceived interactivity on continuance usage intention, particularly the synergistic mechanisms between technical and affective dual-path dimensions, remain unclear. This study investigates the personalized AI-based CAs project “Dialogue with Great Souls,” launched on a Chinese social platform, using survey data from 305 users. A hybrid approach combining partial least squares structural equation modelling (PLS-SEM) and artificial neural networks (ANN) was employed for empirical analysis. The results indicate that technical dimensions, such as control and responsiveness, are key factors influencing trust, while affective interactive dimensions, including communication, personalization, and playfulness, significantly affect social presence, thereby shaping users’ continuance usage intention. ANN results corroborated most PLS-SEM findings but revealed inconsistencies in the predictive importance of personalization and communication on social presence, highlighting the complementary nature of linear and nonlinear interaction mechanisms. By expanding the interactivity model and adopting a hybrid methodology, this study constructs a novel framework for AI CAs. The empirical findings suggest that developers should strengthen socio-emotional bonds in anthropomorphic interactions while ensuring technical credibility to enhance users’ continuance usage intention. This research not only advances theoretical perspectives on the integration of technical and affective dimensions in agent systems but also provides practical recommendations for optimizing the design and development of AI CAs. Full article
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18 pages, 709 KB  
Systematic Review
Motivational Teaching Techniques in Secondary and Higher Education: A Systematic Review of Active Learning Methodologies
by Luís M. G. Costa and Manuel J. C. S. Reis
Digital 2025, 5(3), 40; https://doi.org/10.3390/digital5030040 - 4 Sep 2025
Cited by 12 | Viewed by 10402
Abstract
This study presents a systematic review of the literature on teaching techniques that enhance student motivation and academic performance across basic, secondary, and higher education levels. The review is grounded in the distinction between intrinsic and extrinsic motivation, highlighting their decisive roles in [...] Read more.
This study presents a systematic review of the literature on teaching techniques that enhance student motivation and academic performance across basic, secondary, and higher education levels. The review is grounded in the distinction between intrinsic and extrinsic motivation, highlighting their decisive roles in engagement and achievement. The analysis focuses on active learning methodologies such as project-based learning, collaborative learning, gamification, and flipped classrooms. It identifies the mechanisms by which each approach fosters students’ interest, sense of competence, and persistence. Four international databases were consulted, and studies published between 2000 and 2024 reporting quantitative measures of motivation and/or performance were selected. Five investigations met all eligibility criteria and were assessed for methodological quality. The results indicate moderate motivational effects, especially when interventions last at least eight weeks, provide frequent feedback, and place students at the center of authentic problem-solving. Greater gains were also observed in STEM disciplines and in contexts that encourage peer collaboration. Based on these findings, practical recommendations are proposed for educators: structure interdisciplinary projects, incorporate playful elements in the initial stages of formal education, combine autonomous work with small-group discussions, and use data analysis tools to deliver personalized feedback. The study concludes that adopting diverse, student-centered pedagogical practices enhances motivation and academic achievement, leading to deeper and more lasting learning outcomes. Full article
(This article belongs to the Collection Multimedia-Based Digital Learning)
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31 pages, 7174 KB  
Article
Deep Learning-Based Systems for Evaluating and Enhancing Child-Friendliness of Urban Streets—A Case of Shanghai Urban Street
by Huijun Tu, Xudong Miao, Shitao Jin, Jiayi Yang, Xinyue Miao and Jiale Qi
Buildings 2025, 15(13), 2291; https://doi.org/10.3390/buildings15132291 - 29 Jun 2025
Cited by 7 | Viewed by 1772
Abstract
In the context of rapid urbanization, urban streets have become critical spatial environments for children’s daily activities, directly influencing their mobility safety, behavioral development, and the spatial equity of cities. However, conventional assessment methods largely rely on subjective surveys and qualitative analyses, lacking [...] Read more.
In the context of rapid urbanization, urban streets have become critical spatial environments for children’s daily activities, directly influencing their mobility safety, behavioral development, and the spatial equity of cities. However, conventional assessment methods largely rely on subjective surveys and qualitative analyses, lacking objectivity and scalability. To address these limitations, this study takes urban streets in Shanghai as a case study and integrates deep learning technologies to propose a generalizable methodology for developing a child-friendliness evaluation and enhancement system that incorporates multi-source data and perceptual indicators for urban streets. The system extracts spatial features of streets based on urban street environmental information, and incorporates evaluation inputs from intergenerational user groups, including children and their caregivers. A neural network model is trained to enable automated, multidimensional assessment of child-friendliness and to generate context-sensitive and adaptable strategies. The findings reveal significant perceptual differences between user groups: children place greater emphasis on playfulness and interactivity, while caregivers prioritize safety and comfort. This validates the necessity and effectiveness of adopting an intergenerational collaborative perspective for comprehensive child-friendliness evaluation. By overcoming the limitations of traditional approaches in terms of accuracy and efficiency, this research expands the methodological repertoire of child-friendly urban studies and provides data-driven support for the intelligent design and inclusive governance of urban streets. Full article
(This article belongs to the Section Architectural Design, Urban Science, and Real Estate)
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21 pages, 1559 KB  
Article
Human Will in Digital Discourses About Shamanism
by Mei Yang and Xianhui Li
Religions 2025, 16(6), 804; https://doi.org/10.3390/rel16060804 - 19 Jun 2025
Viewed by 2493
Abstract
This study investigates how human will is articulated, negotiated, and reimagined within the discourses about Shamanism of Northeast China, with a particular focus on user-generated content from the Douyin platform (Chinese TikTok). Drawing on the data collected from comments between 2020 and 2024, [...] Read more.
This study investigates how human will is articulated, negotiated, and reimagined within the discourses about Shamanism of Northeast China, with a particular focus on user-generated content from the Douyin platform (Chinese TikTok). Drawing on the data collected from comments between 2020 and 2024, this research employs a triangulated methodology integrating Latent Dirichlet Allocation (LDA) topic modeling, the Discourse–Historical Approach (DHA), and virtual ethnography. In traditional Shamanic belief systems, human will is conceptualized not as purely autonomous, but as inherently relational—interwoven with ecological responsibilities, ancestral spirits, and cosmological forces. While previous studies have explored Shamanism’s cultural and performative dimensions, they have largely overlooked the ethical and philosophical constructs of human agency embedded within Shamanic practices, especially in their digital adaptations. This study reveals that contemporary digital discourse simultaneously preserves, transforms, and commodifies Shamanic concepts of human will. Users express reverence, nostalgia, critique, and playful reinterpretations, demonstrating that digital platforms serve both as spaces for cultural continuity and dynamic meaning-making. By analyzing online discursive practices, this research contributes to a deeper understanding of how indigenous spiritual frameworks negotiate modern visibility, identity, and ethical agency in the digital era. Full article
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15 pages, 473 KB  
Article
Enhancing Education for Sustainability Using Video Feedback and Playful Learning: A Case Study of North Cyprus Schools
by Asil Ataner, Hanife Bensen Bostanci and Mustafa Kurt
Sustainability 2025, 17(12), 5603; https://doi.org/10.3390/su17125603 - 18 Jun 2025
Cited by 1 | Viewed by 1660
Abstract
In order to improve education for sustainability (EfS) in English-speaking schools in North Cyprus, this study investigates the use of playful learning and video feedback as cutting-edge pedagogical techniques. Engaging students in transformative learning experiences is crucial in an era characterized by environmental [...] Read more.
In order to improve education for sustainability (EfS) in English-speaking schools in North Cyprus, this study investigates the use of playful learning and video feedback as cutting-edge pedagogical techniques. Engaging students in transformative learning experiences is crucial in an era characterized by environmental issues and the pressing need for sustainable development. Students better understand their learning processes when paired with video feedback, which facilitates reflective practice. This study uses a qualitative case study methodology to investigate how instructors employ video feedback and playful learning activities to help students grasp sustainability ideas. Data were gathered through teacher interviews, classroom observations, and evaluations of student performance and feedback. The results demonstrate how these approaches can promote active learning, boost student enthusiasm, and enhance comprehension of sustainability-related topics. This study’s conclusion includes recommendations for educators and legislators looking to integrate creative, student-centered approaches into EfS curricula. Full article
(This article belongs to the Special Issue Sustainability Education across the Lifespan)
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19 pages, 1901 KB  
Article
Fostering Algorithmic Thinking and Environmental Awareness via Bee-Bot Activities in Early Childhood Education
by Kalliopi Kanaki, Stergios Chatzakis and Michail Kalogiannakis
Sustainability 2025, 17(9), 4208; https://doi.org/10.3390/su17094208 - 7 May 2025
Cited by 13 | Viewed by 3372
Abstract
In order to meet the learning demands and challenges of the 21st century, computational thinking (CT) skills are important to start developing in early childhood education. The best way to cultivate CT skills, such as algorithmic thinking, is by implementing multidisciplinary education, introducing [...] Read more.
In order to meet the learning demands and challenges of the 21st century, computational thinking (CT) skills are important to start developing in early childhood education. The best way to cultivate CT skills, such as algorithmic thinking, is by implementing multidisciplinary education, introducing state-of-the-art technological tools, and adopting engaging teaching strategies like robotics. Within this context, we introduce a play-based educational framework that is developmentally appropriate for second graders and aims to exercise pupils’ algorithmic thinking amid the Environmental Studies course. Keeping in mind that the early childhood period is crucial in developing environmentally friendly attitudes, intentions, and behaviours, we designed the proposed educational framework not only to cultivate pupils’ algorithmic thinking but environmental awareness too. The main technology exploited was the Bee-Bot, which stimulates children to learn how to solve problems efficiently and imaginatively through playful programming. This article reports a relevant case study conducted in October 2023 in Crete, Greece, adopting a robust ethical framework and being implemented under the umbrella of the qualitative research methodology. Studying the data obtained shows that the pupils embraced the proposed robotics activities, exercised their algorithmic thinking, and cultivated their environmental awareness in a playful, collaborative, and engaging learning environment. Full article
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17 pages, 1878 KB  
Article
Mapping Gamification for Sustainable Urban Development: Generating New Insights for Tourism Education
by Carla Fraga, Lucília Cardoso, Ercília de Stefano, Luís Lima Santos and Natália Motta
Tour. Hosp. 2025, 6(1), 17; https://doi.org/10.3390/tourhosp6010017 - 29 Jan 2025
Cited by 11 | Viewed by 5010
Abstract
Although scientific literature already shows the connections between gamification, tourism and sustainability, there is still a gap in research into how gamification can transform cities into more playful, sustainable and intelligent tourism destinations. Gamification in tourism promotes engagement, education and innovation, enriching experiences [...] Read more.
Although scientific literature already shows the connections between gamification, tourism and sustainability, there is still a gap in research into how gamification can transform cities into more playful, sustainable and intelligent tourism destinations. Gamification in tourism promotes engagement, education and innovation, enriching experiences and driving the development of smart destinations. This study advances this debate by employing a mixed methodology, combining a systematic review (supported by Rayyan, an artificial intelligence) and content analysis (supported by Iramuteq, a textual software, version 0.7 Alpha 2). Additionally, we used Dreamscape by Voyant Tools online for a geographical analysis of the textual corpus formed by n = 61 abstracts. The intersection of main findings from the techniques applied provides eight new insights on urban tourism education through gamification, which are as follows: (1) exchange between the Global North and South; (2) local and global participation; (3) collaborations to achieve the 17 SDGs; (4) improve urban destination marketing by ethics principles; (5) deepening disruption technology and ethics studies; (6) the transformation of reality by sciences; (7) gamification on interdisciplinary perspectives; and (8) the role of gamification on the tourism and hospitality industry. The results suggest that gamification in tourism can offer a new ontological approach to addressing sustainable urban development, highlighting both theoretical and practical challenges. This research has both theoretical and practical implications, advancing the concept of ecogaming by integrating technology, entertainment and sustainability, and reinforces its potential to educate and engage in sustainable urban tourism practices. Full article
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