Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly!
Serious games are a method that can be used to reach the public on complex topics related to the ocean. Although games used for learning generally, and ocean literacy specifically, have developed gradually since the 1970s, it was not until the popularization of digital games, around the turn of the...
Saved in:
Main Authors: | Rachel Tiller, Ina Helene Ahlquist, Håvard Almås, Emily Cowan, Dorothy Dankel, Magnus Hakvåg |
---|---|
Format: | Article |
Language: | English |
Published: |
Cambridge University Press
2025-01-01
|
Series: | Cambridge Prisms: Plastics |
Subjects: | |
Online Access: | https://www.cambridge.org/core/product/identifier/S2755094X2400035X/type/journal_article |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Similar Items
-
Game-thinking; utilizing serious games and gamification in nursing education – a systematic review and meta-analysis
by: Mats Nylén-Eriksen, et al.
Published: (2025-01-01) -
Process for modeling competencies for developing serious games
by: Arturo Barajas Saavedra, et al.
Published: (2016-09-01) -
Victus Exergame: An Approach to Rehabilitation of Amputees Based in Serious Game
by: Rafael Luz Melo, et al.
Published: (2025-01-01) -
Kurdish Language Learning Tool in Serious Game
by: Gulala Ali Hama Amin, et al.
Published: (2020-10-01) -
Development of Serious Games as A Programming Learning Platform for Informatics Students
by: Noven Indra Prasetya, et al.
Published: (2025-01-01)