Sustainability education has evolved from a necessity to a responsibility, or even an obligation. Numerous awareness initiatives have been implemented to meet this, including advertising campaigns and educational materials. Serious games combine entertainment with education and offer a powerful communication strategy to engage society and promote sustainability awareness. This paper presents Pick Energy Cards, a prototype of a serious game designed to educate players on energy consumption, water waste, and environmental pollution. The study’s primary focus is the evaluation process, which aims to validate the game concept and assess both its usability and playability before testing its educational impact. To achieve this, the EGameFlow usability survey has been employed. A diverse group of 24 participants, aged 18 to 60, with varying levels of video game experience, participated in the study. After playing the game, participants completed the survey. The results demonstrate that Pick Energy Cards has the potential to serve as an effective learning tool for players across all age groups.

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Design and Evaluation of a Serious Game on Household Sustainability

  • Jan Sau,
  • Imma Boada,
  • Aleix Dorca Josa,
  • Laura Sánchez-Pascuala Gómez

摘要

Sustainability education has evolved from a necessity to a responsibility, or even an obligation. Numerous awareness initiatives have been implemented to meet this, including advertising campaigns and educational materials. Serious games combine entertainment with education and offer a powerful communication strategy to engage society and promote sustainability awareness. This paper presents Pick Energy Cards, a prototype of a serious game designed to educate players on energy consumption, water waste, and environmental pollution. The study’s primary focus is the evaluation process, which aims to validate the game concept and assess both its usability and playability before testing its educational impact. To achieve this, the EGameFlow usability survey has been employed. A diverse group of 24 participants, aged 18 to 60, with varying levels of video game experience, participated in the study. After playing the game, participants completed the survey. The results demonstrate that Pick Energy Cards has the potential to serve as an effective learning tool for players across all age groups.