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The use of educational game design and play in higher education to influence sustainable behaviour
16 references·8 citing·39 second hop
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References

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  • 2005Playing and Making Games for Learning576 cited
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  • 1999Forms of Intellectual and Ethical Development in the College Years: A Scheme. Jossey-Bass Higher and Adult Education Series.301 cited
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  • 2014On Becoming an Experiential Educator201 cited
  • 2010‘It’s Not Just Bits of Paper and Light Bulbs’: A Review of Sustainability Pedagogies and their Potential for Use in Higher Education151 cited
  • 2008Clarifying Climate Confusion: Addressing Systemic Holes, Cognitive Gaps, and Misconceptions Through Climate Literacy144 cited
  • 2012Issues in the articulation of ‘impact’: the responses of UK academics to ‘impact’ as a new measure of research assessment139 cited
  • 2002Controversial environmental issues: A case study for the professional development of science teachers139 cited
  • 1997

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Integrating Learning Styles and Multiple Intelligences.
133 cited
  • 2012Exploring the role and value of creativity in education for sustainability116 cited
  • 2013Investigating elementary school students' technology acceptance by applying digital game-based learning to environmental education114 cited
  • Cited by

    • 2018Quality in higher education institutions: insights from the literature94 cited
    • 2019Experiential approaches to sustainability education: towards learning landscapes76 cited
    • 2022Do games reduce maths anxiety? A meta-analysis59 cited
    • 2019Perception of sustainability competencies amongst Spanish pre-service secondary school teachers59 cited
    • 2019Editorial: Educational technology and addictions56 cited
    • 2021Ocean literacy gamified: A systematic evaluation of the effect of game elements on students’ learning experience52 cited
    • 2025Applying Kolb’s experiential learning cycle for deep learning: A systematic literature review31 cited
    • 2024On the Importance of Contextualizing an Educational Escape Room Activity2 cited