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Building Virtual Eco Cities: Middle School Students' Environmental Attitude and Awareness of Sustainable Development

机译:建设虚拟生态城市:中学生的环境态度和可持续发展意识

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摘要

The purpose of this study is to examine the development of the environmental attitudes of eighth grade students playing the persuasive game, SimCity Edu, compared with a control group using traditional classroom activities. In addition, this study investigated how participants in the treatment group perceived their awareness of sustainable development and their engagement level after building virtual eco cities in SimCity Edu.;This research study follows the concurrent triangulation design with a control group (n=50) and a treatment group (n=52) of middle school students in eighth grade. The administered pre- and post-tests were composed of demographic questions and the attitude section of the survey "Children's Environmental Attitudes and Knowledge Scale (CHEAKS)" (Leeming, Dwyer & Bracken, 1995). The participants answered the pre-test before playing the game and then they completed the four missions during their science class. Other data sources analyzed were: treatment group students' journal entries and interviews.;The pre- and post-test were analyzed with descriptive statistics and a paired t-test calculated at the 5% significance level. The quantitative data analysis showed that the participants had an increase in the overall attitudes score after analyzing pre- and post-test scores for the treatment group and the control group. For both groups, the results of the paired t-test were statistically significant for the actual commitment section and the affect section. The results from the treatment and control groups followed similar trends, but the control group had a slightly higher increase than the treatment group.;Female participants of the treatment group had a positive change in the actual commitment, affect and overall attitudes but a decrease in their verbal commitment. However, their scores were higher than the scores for the control group and the entire treatment group, making the findings stronger for the female participants that played the persuasive game.;Male participants performed better in the game missions than female participants, obtaining higher game scores and more frequently getting on the top list of performance players. Despite their game performance, male participants showed no change in their environmental attitudes for control and treatment group. The male participants interviewed described no change on their environmental attitudes, while female participants reported an increment citing specific behaviors changed.;The findings related to sustainable development included three major thematic groups: environmental, economic, and social awareness. The participants recognized causes and consequences of air pollution, how certain businesses increased the level of air pollution more than others, how having jobs affect the city and the citizens, and how using different energy sources affect the air pollution level, the city's economy, and the residents' well-being. The main conclusion of the research is that playing SimCity Edu promoted sustainable development awareness by allowing participants to grasp the complex relationship that environmental issues have with economic and social issues.;Consistent with the literature, the treatment group participants showed a stronger level of engagement than the control group. During the first mission, the participants displayed frustration; as they continued playing they learned to overcome the challenges that represented building virtual eco cities with economic growth, even finding opportunities for cooperation and competition.
机译:这项研究的目的是研究与说教游戏“ SimCity Edu”相比,使用传统课堂活动的对照组的八年级学生对环境态度的发展。此外,本研究调查了治疗组参与者在SimCity Edu中建立虚拟生态城市后如何看待他们对可持续发展的意识和参与程度。;该研究遵循与对照组(n = 50)并发三角剖分设计,并且一个八年级的中学生治疗组(n = 52)。进行的前测和后测由人口统计学问题和调查“儿童的环境态度和知识量表(CHEAKS)”的态度部分组成(Leeming,Dwyer和Bracken,1995年)。参与者在玩游戏之前回答了预测试,然后在科学课上完成了四个任务。分析的其他数据来源包括:治疗组学生的日记条目和访谈。;前测试和后测试使用描述性统计数据进行分析,并以5%的显着性水平计算配对的t检验。定量数据分析表明,在分析了治疗组和对照组的测试前和测试后分数后,参与者的总体态度得分有所提高。对于两组,配对t检验的结果对于实际承诺部分和影响部分在统计学上均具有显着意义。治疗组和对照组的结果遵循相似的趋势,但对照组的增幅略高于治疗组。;治疗组的女性参与者的实际承诺,情感和总体态度有积极的变化,但减少了他们的口头承诺。但是,他们的分数高于对照组和整个治疗组的分数,这使得玩有说服力游戏的女性参与者的发现更强。;男性参与者在游戏任务中的表现要好于女性参与者,获得了更高的游戏分数并且更频繁地进入表演选手的榜首。尽管有比赛表现,但男性参与者对对照组和治疗组的环境态度没有变化。接受采访的男性参与者描述了他们的环境态度没有改变,而女性参与者则以特定行为的改变为由进行了报道。与可持续发展有关的发现包括三个主要主题类别:环境,经济和社会意识。参与者认识到了空气污染的成因和后果,某些企业如何比其他企业更严重地增加了空气污染水平,有工作对城市和公民的影响以及使用不同能源如何影响空气污染水平,城市经济以及居民的福祉。该研究的主要结论是,通过让参与者掌握环境问题与经济和社会问题之间的复杂关系,玩模拟城市教育提高了可持续发展意识。根据文献,治疗组参与者的参与程度比对照组。在第一个任务中,参与者表现出挫败感。在继续玩游戏的过程中,他们学会了克服以经济增长来建设虚拟生态城市所面临的挑战,甚至找到了合作与竞争的机会。

著录项

  • 作者

    Garcia de Hurtado, Belen.;

  • 作者单位

    Purdue University.;

  • 授予单位 Purdue University.;
  • 学科 Educational technology.;Middle school education.;Environmental education.
  • 学位 Ph.D.
  • 年度 2017
  • 页码 187 p.
  • 总页数 187
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

  • 入库时间 2022-08-17 11:54:27

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