Gamification in Environmental Education: Enhancing Engagement and Learning Outcomes through Game-Based Learning
- DOI
- 10.2991/978-2-38476-618-5_13How to use a DOI?
- Keywords
- Environmental Education; Gamification; Behaviour and Game-Based Learning
- Abstract
Environmental education is pivotal in fostering sustainable practices and eco-conscious behaviour among learners. In many cases, however, the traditional method of teaching does not help to engage students or their interest. The study investigates gamification in the field of EE as a new pedagogical method. The use of game mechanics in learning activities, including challenges, rewards, and interaction with storytelling, will make learning in the environment more immersive and interesting because educators can make complex environmental topics more understandable. The study examines the literature and analyzes case studies of successful implementations as well as the different results of the influence of gamification on the environmental knowledge, attitudes and behaviors of students. The primary goals of the study are to examine the feasibility of gamification to increase the engagement in EE and to assess the effects of gamified learning, on the EE learning outcomes of students, knowledge, attitudes and behaviours. The study is of descriptive and analytical type. The primary data is collected from a well-structured questionnaire, and other published works are used to collect secondary data. Both primary and secondary data are used for the study. The hypothesis is tested using statistical tools such as Chi-square test, simple average and percentage. The results of this research point to the possibility of gamified learning to positively influence critical thinking, collaborative, and problem solving abilities, and to foster environmental stewardship.
- Copyright
- © 2026 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - N. Abhilash AU - M. Biju AU - Archa R. Gopan PY - 2026 DA - 2026/10/06 TI - Gamification in Environmental Education: Enhancing Engagement and Learning Outcomes through Game-Based Learning BT - Proceedings of the 18th National IQAC Conference (ICon 2026) PB - Atlantis Press SP - 143 EP - 156 SN - 2352-5398 UR - https://doi.org/10.2991/978-2-38476-618-5_13 DO - 10.2991/978-2-38476-618-5_13 ID - Abhilash2026 ER -