Gamification Uses in Environmental Education

Document Type:Thesis

Subject Area:Other

Document 1

5 degrees Celsius would be acceptable. In many ways people have affected the correct conditioning of the climate and as such there are many ramifications of that. For instance on a daily basis people tend to pollute the air, deplete the ozone and concentrate greenhouse gases on the environment, thus causing serious injuries on the ecosystem of earth (Fryers 2). It is for this reason that calls are being made worldwide to promote changes in the manner in which people cause complexities on the environment which in turn cause vital complications on the planet’s survival. Changes in the environment are discussed in several ways which include laws that are stipulated municipally aimed on recycling various waste materials by reusing and recovering them, laws set provincially to tax those who emit carbons in the air and are focused on promoting the use of environmental friendly transportation means.

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The use of these elements of gaming in education is based on the achievement of motivation, solving problems and promoting students as well as engaging them in the learning. Therefore, these concepts have been shared in the education that incorporates the environment. Environmental education is defined as a study that involves the exploration of the environment and engaging in solving problems that are found within it as well as involving oneself in actions that help in improving it. For that reason, this paper aims at discussing and elucidating on gamification in environmental education and as such, it is guided by a research question, “How can gamification be used in environmental education? Methodology In this study various methods that ensured its completion are discussed and articulated.

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Therefore, the methodology chapter illustrates on the reasons behind the selection of the various methods used in the research to collect data. What the research aims from this analyzation of the specific participants is to make a comparison in the changes of behavior that will be viewed from those using the app and those not using it. For instance those using the app might be influenced to make changes in their behaviors towards environmental conservation. The research was also culminated on the bases of qualitative and quantitative research methods that helped in giving information that formulated a baseline for the research through quantitative analysis as well as information gathered from various interview participants and internet materials through qualitative analysis. The research group used for the interview was students who were provided with the app since they were always on their smartphones.

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The use of the mixed method research enables the author to have a base on which they can measure the various assumptions made and credit the results of the study. A journal article by Ho – Su Chung (2018) clarifies on the sustainability of the environment through the use of gaming apps that engage people on promotion of environmental safety. The author discusses the impact that migration has on the environment as well. The information gathered from the article was credible and articulate since it shed a light on data given by other scholars on the issue. Hartley (2013) in his study that encompasses on environmental education through the use of gamification, in the study, the author uses participants who were provided with a game that enabled them to participate in a watershed game.

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The use of the game was intended to educate on the uses of gamification in conserving the environment. Extrinsic motivation is focused on external aspects that motivate a person to accomplish a certain task, for instance the game would reward those who completed set tasks, as such motivating a person in completing them. On the other hand, intrinsic motivation is a type of motivation that is generated through a person’s personal need to accomplish set goals, for example one might feel good when they compete in a certain competition and emerge victorious. Therefore, from this theory, the study is based on intrinsic type of motivation that gives people a certain feeling of accomplishment after they successfully complete a task on the app.

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According to the theory, there were three aspects of psychological needs that required to be achieved by a person and they include the need for competency, the need for autonomy and the need for relatedness (Deci and Ryan, 417). Through gamification these needs are acquired and as such one gets a feeling of competency when they complete set tasks on the Joulebug app, also they feel that the accomplishment was successful due to their own decision making thus the need for autonomy and lastly, they are able to relate to the success as a result of their own efforts. Works Cited CleanBit Systems. Joulebug. Motivating Better Energy Behavior (2011). [Blog post]. Retrieved from https://s3. Self-determination theory. In P. Van Lange, A. Kruglanski & E.

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