Preprint Article Version 1 Preserved in Portico This version is not peer-reviewed

Environmental Teaching Supported by Web 2.0 Based Digital Games for a Sustainable Life

Version 1 : Received: 18 September 2024 / Approved: 19 September 2024 / Online: 19 September 2024 (03:42:47 CEST)

How to cite: ARSLAN, K.; KARAKUŞ, N. Environmental Teaching Supported by Web 2.0 Based Digital Games for a Sustainable Life. Preprints 2024, 2024091459. https://doi.org/10.20944/preprints202409.1459.v1 ARSLAN, K.; KARAKUŞ, N. Environmental Teaching Supported by Web 2.0 Based Digital Games for a Sustainable Life. Preprints 2024, 2024091459. https://doi.org/10.20944/preprints202409.1459.v1

Abstract

Students' ability to exhibit positive behavior towards their environment plays a major role in building a sustainable world in the future. It is important to offer students, who are the subjects of the digital age, a more interactive and customized technology-focused learning experience. This study aims to reveal how environmental education supported by digital games affects middle school students' knowledge, environmentally responsible behaviors, and levels of digital literacy for a sustainable life. The participants of the research consist of 54 students studying at the 5th grade level of secondary school. The research was conducted with a pretest-posttest control group quasi-experimental design, which is one of the quantitative research methods. In the research, environmental education based on digital games created with web 2.0 tools was carried out. Study data; It was obtained through environmental knowledge test, environmentally responsible citizen behavior scale, and digital literacy scale. Study data were analyzed with appropriate statistical analysis using a statistical program. The research results revealed that environmental education supported by digital games is effective. It was determined that students' knowledge level, environmental behavior and digital literacy scores increased. Based on the research results, it is recommended that digital games be used to achieve more qualified learning.

Keywords

environment; environmental teaching; sustainability; digital education; web 2.0 applications; digital game

Subject

Environmental and Earth Sciences, Environmental Science

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