| Literature DB >> 35162171 |
María-Carmen Ricoy1, Cristina Sánchez-Martínez1.
Abstract
Environmental education, at least in northwest Spain, is often overlooked in the education system from infant schooling onwards and interventions are needed to raise the profile of this subject. The aim of this study was to examine the impact of a learning program designed for primary school students to broaden their ecological awareness and improve digital literacy using gamification tools. The research was developed using a qualitative approach, with data obtained from 156 subjects, including teachers, students and families. The results show that the children assimilated new habits on the better usage of water and electricity and recycling paper and plastic. Moreover, they acquired more efficient strategies for finding information online, by using apps and developing content with digital tools. Gaming dynamics and resources were the key to students' learning, with the tablet proving an essential tool for boosting motivation, interaction and problem solving.Entities:
Keywords: ICT; behavior changes; educational intervention; environmental education; gamification; healthy habits; school and family
Mesh:
Year: 2022 PMID: 35162171 PMCID: PMC8834460 DOI: 10.3390/ijerph19031149
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Objectives and activities of the educational program.
| N° Session | Didactic Objective | Title and Brief Description |
|---|---|---|
| 1 | • To understand the consequences of polluting the environment, especially in the students’ own environment. | Do we know the situation of own environment today? |
| 2 | • To internalize norms that encourage reduction of consumption of energy, waste and paper. | First stop: VillaReduce: a presentation was developed with the children using digital programs and apps to focus on guidelines for reducing consumption of energy, waste and paper. |
| 3 | • To explore mechanisms for the reduction of consumption of energy, waste and paper. | Let’s cover VillaReduce with posters! Poster-making session using colored cardboard to visualize the guidelines discussed in session 2, to promote reduction of consumption of energy, waste and paper. The students then digitalized the posters using the tablet camera. |
| 4 | • To develop skills for making objects from reusable materials. | Second stop: VillaReutiliza: The children produced plant pots from reusable materials they had brought from home, with the help of their family. |
| 5 | • To develop mechanisms to distinguish the different types of waste and their corresponding containers. | Third stop: VillaRecicla: A short children’s documentary was shown, followed by a debate; videogames were used to examine the question of waste separation. |
| 6 | • To understand the importance of recycling in caring for the environment. | We are all ambassadors of VillaRecicla! The children were encouraged to produce an advert, using the tablet’s camera and voice recorder, to promote recycling. |
| 7 | • To recognize the importance of recovering waste in order to take better care of the environment. | Fourth stop: VillaRecupera: The students watched some children’s video shorts on collection and recovery of used cooking oil, followed by the children producing creative designs for used cooking oil collection containers on an app. |
| 8 | • To understand the process of seed planting in objects made from reusable materials; to aid environmental protection. | To end our journey…let’s create our own vegetable garden! The children collaborated to make an ecological vegetable garden by planting seeds in the plant pots produced in session 4. |
Figure 1Data-gathering instruments.
Main category definitions.
| Categories: 1st Level | Categories: 2nd Level | Category Definition |
|---|---|---|
| Acquisition of academic content | Conceptual | Typology of academic content acquired by the student in the conceptual, procedural and attitudinal aspects [ |
| Assimilation of ecological habits | Reduction | The 4Rs (reduce, reuse, recycle and recover) that the student gradually comes to adopt during the intervention. |
| ICT resources used | Internet | All the different ICT resources used during the implementation. |
| Contribution of gamification | Motivation | The contribution of gamification strategies to the intervention. |
| Impact of the intervention | Increase in motivation to protect environment | The reach of the intervention in the primary school students. |
Figure 2Hierarchy of categories.
Students’ assimilation of the academic content.
| Categorization | Teachers/Tutors | Teacher Who Implemented the Program | ||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ICT Resources Used | Contribution of Gamification | |||||||||||||||||||
| 1st Level | 2nd Level | 3rd Level | Percentage (%) | Internet | DIW | Tablet | Notes/Word | Camera/Recorder | PowerPoint | Fresh Paint/ | Online Games | Motivation | Attention | Creativity | Problem Solving | Feedback | Initiative | Commitment | Autonomy | Cooperation |
| Acquisition of Content | Conceptual | 4R | 100 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||||||
| Typology of containers | 25 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||||||||
| Typology of waste | 25 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||||||||
| Procedural | Recycling process | 25 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||||||
| Problem solving (guidelines for reducing consumption) | 25 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||||||
| Protection of the environment (more economical use of water and electricity, complying with guidelines for reduction, etc.) | 50 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||||||
| Attitudinal | Skills for protecting the environment | 25 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||||
| Respect for the environment (plants, animals, etc.) | 75 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||||||||
Note: Light gray refers to ICT Resources Used; Medium gray refers to Contribution of Gamification; Dark gray refers to absence/empty.
Figure 3A child’s drawing of a container for collecting used cooking oil.
Figure 4Children playing the online game “Los Cokitos”.
Internalized ecological habits based on 4R activities.
| Categorization | Students | Families | Teachers Tutors | Teacher Who Implemented the Program | ||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ICT Resources Used | Contribution of Gamification | |||||||||||||||||||||||
| 1st Level | 2nd | 3rd Level | fi | ni | fi | ni | ni | Internet | PDI | Tablet | Notes/Word | Camera/Recorder | Power Point | Fresh Paint/Deviantart | Online Games | Motivation | Attention | Creativity | Problem Solving | Feedback | Initiative | Commitment | Autonomy | Cooperation |
| Assimilation of Ecological Habits | Reduction | Less use of packaging | 33 | 39.76 | 5 | 15.15 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||||
| Responsible consumption | 39 | 46.99 | 6 | 18.18 | 25 | |||||||||||||||||||
| Better use of paper | 68 | 81.93 | 8 | 24.24 | 25 | |||||||||||||||||||
| Better use of plastics | 48 | 57.83 | 50 | |||||||||||||||||||||
| Better use of water and electricity | 71 | 85.54 | 8 | 24.24 | ||||||||||||||||||||
| Reuse | Plastics | 72 | 86.75 | 12 | 36.36 | 50 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||||||||||
| Paper/cardboard | 63 | 75.90 | 6 | 18.18 | 25 | |||||||||||||||||||
| Glass | 36 | 43.37 | 7 | 21.21 | 25 | |||||||||||||||||||
| Organic | 1 | 3.03 | ||||||||||||||||||||||
| Textiles | 11 | 13.25 | 1 | 3.03 | ||||||||||||||||||||
| Recycling | Plastics | 79 | 95.18 | 11 | 33.33 | 75 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||||||
| Paper/cardboard | 67 | 80.72 | 10 | 30.30 | 100 | |||||||||||||||||||
| Glass | 46 | 55.42 | 12 | 36.36 | 25 | |||||||||||||||||||
| Organic | 52 | 62.65 | 75 | |||||||||||||||||||||
| Textiles | 21 | 25.30 | 5 | 15.15 | ||||||||||||||||||||
| Metal | 5 | 15.15 | 25 | |||||||||||||||||||||
| Recovery | Plastics | 2 | 6.06 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||||||||||||
| Organic | 36 | 43.37 | 4 | 12.12 | 50 | |||||||||||||||||||
Note: fi = absolute frequency; ni = relative frequency. Light gray refers to ICT Resources Used; Medium gray refers to Contribution of Gamification; Dark gray refers to absence/empty.
Impact of the intervention on the children.
| Category (1st Level): Reach Generated by the Intervention | Level of Success Achieved by the Students | ||||
|---|---|---|---|---|---|
| Sub-Categories | Excellent | Good | In Process | Insufficient | |
| Increase in motivation to protect the environment | 34 | 41 | 6 | 2 | Data provider: Teacher. N° of students: 83 |
| 40.96 | 49.40 | 7.23 | 2.41 | ||
| Greater sense of responsibility towards the environment | 72 | 9 | 2 | 0 | |
| 86.75 | 10.84 | 2.41 | 0.00 | ||
| Greater awareness of the environment | 80 | 2 | 1 | 0 | |
| 96.39 | 2.41 | 1.20 | 0.00 | ||
| Improvement in digital skills | 76 | 5 | 1 | 1 | |
| 91.57 | 6.02 | 1.20 | 1.20 | ||
| Improvement in collaborative behavior | 32 | 44 | 6 | 1 | |
| 38.55 | 53.01 | 7.23 | 1.20 | ||
Key: fi = absolute frequency; ni = relative frequency.
Figure 5Students working in a group with a range of materials.