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A two-phase systematic literature review on the use of serious games for sustainable environmental education
16 references·0 citing·49 second hop
A two-phase systematic literature review on the use of serious games for sustainable environmental education (2024)A two-phase systematic literature review …Gamification to prevent climate change: a review of games and apps for sustainability (2021)Gamification to prevent clima…Serious Gaming for Climate Adaptation—Assessing the Potential and Challenges of a Digital Serious Game for Urban Climate Adaptation (2020)Serious Gaming for Climate Ad…Adapting Universities for Sustainability Education in Industry 4.0: Channel of Challenges and Opportunities (2020)Adapting Universities for Sus…A bibliometric review of research on simulations and serious games used in educating for sustainability, 1997–2019 (2020)A bibliometric review of rese…On Evaluating Social Learning Outcomes of Serious Games to Collaboratively Address Sustainability Problems: A Literature Review (2018)On Evaluating Social Learning…Facilitating sustainability transition through serious games: A systematic literature review (2018)Facilitating sustainability t…Adaptive and interactive climate futures: systematic review of ‘serious games’ for engagement and decision-making (2018)Adaptive and interactive clim…Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency (2017)Gaming for Earth: Serious gam…‘All they do is win’: Lessons learned from use of a serious game for Circular Economy education (2017)‘All they do is win’: Lessons…Serious games on environmental management (2016)Serious games on environmenta…Summarizing systematic reviews (2015)Summarizing systematic reviewsSerious games for health (2013)Serious games for healthPreferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred Reporting Items for…Three Views of Systems Theories and their Implications for Sustainability Education (2008)Three Views of Systems Theori…Using thematic analysis in psychology (2006)Using thematic analysis in ps…Games by which to learn and teach about sustainable development: exploring the relevance of games and experiential learning for sustainability (2006)Games by which to learn and t…Experiential Learning : Experience as the Source of Learning and Development (1983)What do engineering students learn in sustainability courses? The effect of the pedagogical approach (2009)A systematic review of the literature on integrating sustainability into engineering curricula (2017)Qualitative evaluation and research methods (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Older Adults' Reasons for Using Technology while Aging in Place (2015)Thematic Analysis (2017)Reflecting on reflexive thematic analysis (2019)Homo Ludens: A Study of the Play-Element in Culture. (1951)Motivation and Personality (1997)A systematic literature review of empirical evidence on computer games and serious games (2012)Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping Review (2019)A typology of reviews: an analysis of 14 review types and associated methodologies (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)What kind of systematic review should I conduct? A proposed typology and guidance for systematic reviewers in the medical and health sciences (2018)Mental health outcomes of quarantine and isolation for infection prevention: A systematic umbrella review of the global evidence (2020)Social media use and its impact on adolescent mental health: An umbrella review of the evidence (2021)A Theory of Cognitive Dissonance (1957)From game design elements to gamefulness (2011)A Theory of Cognitive Dissonance (2017)Gamification: Predicting the effectiveness of variety game design elements to intrinsically motivate users' energy conservation behaviour (2018)Gamification and online consumer decisions: Is the game over? (2019)Systematic Reviews in the Social Sciences (2006)Systematic reviews in the social sciences: a practical guide (2006)The dragons of inaction: Psychological barriers that limit climate change mitigation and adaptation. (2011)Conceptualizing Serious Games as a Learning-Based Intervention in the Context of Natural Resources and Environmental Governance (2019)GameFlow (2005)The future of employment: How susceptible are jobs to computerisation? (2016)Mapping the Landscape and Structure of Research on Education for Sustainable Development: A Bibliometric Review (2020)Transforming our world: the 2030 Agenda for Sustainable Development (2022)Serious games for environmental education (2023)A scaling method for priorities in hierarchical structures (1977)Optimization by the Analytic Hierarchy Process (1979)Defining and developing measures of lean production (2007)Review of the Construction Labour Demand and Shortages in the EU (2021)Sustainable Higher Education Reform Quality Assessment Using SWOT Analysis with Integration of AHP and Entropy Models: A Case Study of Morocco (2021)Vocational Education Curriculum: Between Vocational Education and Industrial Needs (2021)Gamification in theory and action: A survey (2014)How to SHIFT Consumer Behaviors to be More Sustainable: A Literature Review and Guiding Framework (2019)Gameful Green: A Systematic Review on the Use of Serious Computer Games and Gamified Mobile Apps to Foster Pro-Environmental Information, Attitudes and Behaviors (2022)Unified waste metrics: A gamified tool in next-generation strategic planning (2022)Gamification for sustainable consumption: A state‐of‐the‐art overview and future agenda (2024)Improving the quality of reports of meta-analyses of randomised controlled trials: the QUOROM statement (1999)The Revised CONSORT Statement for Reporting Randomized Trials: Explanation and Elaboration (2001)The PRISMA Statement for Reporting Systematic Reviews and Meta-Analyses of Studies That Evaluate Health Care Interventions: Explanation and Elaboration (2009)The PRISMA statement for reporting systematic reviews and meta-analyses of studies that evaluate healthcare interventions: explanation and elaboration (2009)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)
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References

  • 2006Using thematic analysis in psychology193,725 cited
  • 2009Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement63,979 cited
  • 2015Summarizing systematic reviews2,581 cited
  • 2020Adapting Universities for Sustainability Education in Industry 4.0: Channel of Challenges and Opportunities330 cited
  • 2013Serious games for health325 cited
  • 2018Adaptive and interactive climate futures: systematic review of ‘serious games’ for engagement and decision-making288 cited
  • 2006Games by which to learn and teach about sustainable development: exploring the relevance of games and experiential learning for sustainability258 cited
  • 2017Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency243 cited
  • 2021Gamification to prevent climate change: a review of games and apps for sustainability238 cited
  • 2018Facilitating sustainability transition through serious games: A systematic literature review222 cited
  • 2016Serious games on environmental management208 cited
  • 2017‘All they do is win’: Lessons learned from use of a serious game for Circular Economy education161 cited
  • 2008Three Views of Systems Theories and their Implications for Sustainability Education147 cited
  • 2018On Evaluating Social Learning Outcomes of Serious Games to Collaboratively Address Sustainability Problems: A Literature Review

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143 cited
  • 2020Serious Gaming for Climate Adaptation—Assessing the Potential and Challenges of a Digital Serious Game for Urban Climate Adaptation133 cited
  • 2020A bibliometric review of research on simulations and serious games used in educating for sustainability, 1997–2019126 cited
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