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Engaging Kids with the Concept of Sustainability Using a Commercial Video Game – A Case Study

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Transactions on Edutainment III

Part of the book series: Lecture Notes in Computer Science ((TEDUTAIN,volume 5940))

Abstract

This paper focuses on the use of a commercial game, [COTS (Commercial off-the-shelf games for learning)], as a main motivating and educational tool, to make kids of 11 years old aware of the relationship, between every day actions and activities with emissions. It also intends to prove that, with the use of the game, a satisfactory level of modified behaviour towards the concept of sustainability is achieved by changing attitudes and taking actions. Furthermore, it intends to introduce a method, which is related to the efficient implementation of COTS, in primary school, educational projects.

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Tragazikis, P., Meimaris, M. (2009). Engaging Kids with the Concept of Sustainability Using a Commercial Video Game – A Case Study. In: Pan, Z., Cheok, A.D., Müller, W., Chang, M. (eds) Transactions on Edutainment III. Lecture Notes in Computer Science, vol 5940. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-11245-4_1

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  • DOI: https://doi.org/10.1007/978-3-642-11245-4_1

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-11244-7

  • Online ISBN: 978-3-642-11245-4

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