Sustainability education is essential to promote responsible and conscious behaviours among younger generations. This study analyses the impact of gamification and interactive activities on students' environmental awareness, focusing on circular economy concepts, carbon footprint, and product life cycle. The research is based on two seminars held in a school located in Palermo, South of Italy, where students participated in innovative educational experiences, including games, digital tools, and hands-on activities. In addition to experiential learning, participants engaged in a team-based game focused on the Sustainable Development Goals, encouraging reflection through a playful approach. The analysis, supported by questionnaires, direct observations, and carbon footprint calculations, highlights increased engagement and a better understanding of environmental issues. The results suggest that game-based learning methodologies can make sustainability education more effective, engaging, and applicable to students’ everyday lives.
Derito, M., Longo, S., Cellura, M., Affranchi, A., Sagone, S. (2025). THE IMPACT OF GAMIFICATION AND INTERACTIVE ACTIVITIES ON STUDENTS' ENVIRONMENTAL AWARENESS: A CASE STUDY IN A SCHOOL. In SUM 2025 - 8th MULTIDISCIPLINARY SYMPOSIUM ON CIRCULAR ECONOMY AND URBAN MINING.
THE IMPACT OF GAMIFICATION AND INTERACTIVE ACTIVITIES ON STUDENTS' ENVIRONMENTAL AWARENESS: A CASE STUDY IN A SCHOOL
Derito , Martina
;Longo, Sonia;Cellura, Maurizio;Affranchi, Alberto;Sagone, Simona
2025-05-01
Abstract
Sustainability education is essential to promote responsible and conscious behaviours among younger generations. This study analyses the impact of gamification and interactive activities on students' environmental awareness, focusing on circular economy concepts, carbon footprint, and product life cycle. The research is based on two seminars held in a school located in Palermo, South of Italy, where students participated in innovative educational experiences, including games, digital tools, and hands-on activities. In addition to experiential learning, participants engaged in a team-based game focused on the Sustainable Development Goals, encouraging reflection through a playful approach. The analysis, supported by questionnaires, direct observations, and carbon footprint calculations, highlights increased engagement and a better understanding of environmental issues. The results suggest that game-based learning methodologies can make sustainability education more effective, engaging, and applicable to students’ everyday lives.File | Dimensione | Formato | |
---|---|---|---|
SUM2025_3410_Derito (1).pdf
Solo gestori archvio
Tipologia:
Versione Editoriale
Dimensione
1.16 MB
Formato
Adobe PDF
|
1.16 MB | Adobe PDF | Visualizza/Apri Richiedi una copia |
I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.