This chapter aims to propose a serious game that can be integrated into the higher education curriculum, to teach in a practical way about the importance of waste reduction behavior. The study investigates how the combination of the Theory of Planned Behavior (TPB) and Kolb’s Experiential Learning Cycle can enhance learning outcomes and foster behavioral changes towards waste reduction. By leveraging serious games as innovative pedagogical tools, the research seeks to address the pressing need for practical, behavior-based education that aligns with the education for sustainable development. The primary research question guiding this study is: How can the integration of serious games into higher education curricula, based on the TPB and Kolb’s Cycle, effectively promote sustainable behaviors among students? After conducting a moderated usability test, the results indicated that the serious game was characterized as a practical activity and effective in promoting waste reduction behavior. This framework can be useful for educators who wish to use serious games to promote pro-environmental behaviors in students.

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Serious Game Applied as Experiential Learning for the Development Behavior of Waste Reduction and Promote Education for Sustainable Development

  • André Lucas Novaes,
  • Giselle Cristina Cardoso,
  • Débora Zumkeller Sabonaro

摘要

This chapter aims to propose a serious game that can be integrated into the higher education curriculum, to teach in a practical way about the importance of waste reduction behavior. The study investigates how the combination of the Theory of Planned Behavior (TPB) and Kolb’s Experiential Learning Cycle can enhance learning outcomes and foster behavioral changes towards waste reduction. By leveraging serious games as innovative pedagogical tools, the research seeks to address the pressing need for practical, behavior-based education that aligns with the education for sustainable development. The primary research question guiding this study is: How can the integration of serious games into higher education curricula, based on the TPB and Kolb’s Cycle, effectively promote sustainable behaviors among students? After conducting a moderated usability test, the results indicated that the serious game was characterized as a practical activity and effective in promoting waste reduction behavior. This framework can be useful for educators who wish to use serious games to promote pro-environmental behaviors in students.