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The literature on climate change education recommends social, accessible action-oriented learning that is specifically designed to resonate with a target audience’s values and worldview. This article discusses GREENIFY, a real-world action game designed to teach adult learners about climate change and motivate informed action. A pilot study suggests that the game fostered the creation of peer-generated user content, motivated informed action, created positive pressure, and was perceived as a fun and engaging experience.
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Stored only when both papers are in the corpus — 125 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
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