Container Chaos: The Impact of a Casual Game on Learning and Behavior
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 33093
Container Chaos: The Impact of a Casual Game on Learning and Behavior

Authors: Lori L. Scarlatos, Ryan Courtney

Abstract:

This paper explores the impact that playing a casual game can have on a player's learning and subsequent behavior. A casual mobile game, Container Chaos, was created to teach undergraduate students about the carbon footprint of various disposable beverage containers. Learning was tested with a short quiz, and behavior was tested by observing which beverage containers players choose when offered a drink and a snack. The game was tested multiple times, under a variety of different circumstances. Findings of these tests indicate that, with extended play over time, players can learn new information and sometimes even change their behavior as a result. This has implications for how other casual games can be used to teach concepts and possibly modify behavior.

Keywords: Behavior, carbon footprint, casual games, environmental impact, material sciences.

Digital Object Identifier (DOI): doi.org/10.6084/m9.figshare.12489866

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 937

References:


[1] Anderton, K. (2019). Research Report Shows How Much Time We Spend Gaming. Forbes, March 21, 2019. Retrieved September 18, 2019 from https://www.forbes.com/sites/kevinanderton/2019/03/21/research-report-shows-how-much-time-we-spend-gaming-infographic/#732d743e3e07.
[2] Anastas, P. T., and Zimmerman, B. (2003). Design through the 12 Principles of Green Engineering. Environmental Science and Technology 37(5):94A-101A.
[3] Murphy, C. F., Allen, D., Allenby, B., Davidson, C. I., Hendrickson, C. and Matthews, H. S. (2009). Sustainability in Engineering Education and Research at US Universities. Environmental Science and Technology 43:5558-5564.
[4] Mont, O. and Plepys, A. (2008). Sustainable Consumption Progress: Should We Be Proud or Alarmed? Journal of Cleaner Production 16:531-537.
[5] Kollmuss, A. and Agyeman, J. (2002). Mind the gap: why do people act environmentally and what are the barriers to pro-environmental behavior? Environmental Education Research 8(3):239-260.
[6] Blumenstein, D.T., and C. Saylan. (2007). The failure of environmental education (and how we can fix it). PLoS Biology 5(5):e120. doi:10.1371/journal.pbio0050120.
[7] Dochy, F., Segers, M., van de Bosche, P. and Gijbels, D. (2003). Effects of problem-based learning: a meta-analysis. Learning and Instruction 13(5):533-568.
[8] Brodie, L. (2009). eProblem-based learning: problem-based learning using virtual teams. European Journal of Engineering Education 34(6): 497-509.
[9] Aldrich, C. (2005). Learning by doing: A comp rehensive guide to simulations, computer games, and pedagogy in e-learning and other educational experiences, Pfeiffer.
[10] Bransford, J. D., Brown, A. L., and Cocking, R. R. (eds.) Ed. (2000). How People Learn: Brain, Mind, Experience, and School, National Research Council, National Academy Press.
[11] Kolodner, J. L. (2004). The learning sciences: Past, present, future. Educational Technology-Saddle Brook Then Englewood Cliffs NJ-: 34-39.
[12] Olson, S. (Ed.) (2013). Educating Engineers: Preparing 21st Century Leaders in the Context of New Modes of Learning: Summary of a Forum, The National Academies Press.
[13] Buckley, M., Kershner, H., Schindler, K., Alphonce, C. and Braswell, J. (2004). Benefits of using socially-relevant projects in computer science and engineering education. Conference Proceedings, SIGCSE '04, Norfolk, VA. March 3-7. pp. 482-486.
[14] Adams, R., D. Evangelou, L. English, A.D. de Figueiredo, N. Mousoulides, A.L. Pawley, C. Schlifellite, R. Stevens, M. Svinicki, J.M. Trenor, and D.M. Wilson. (2011). Multiple perspectives on engaging future engineers. Journal of Engineering Education 100(1):48-88.
[15] Segalas, J., Ferrer-Balas, D. and Mulder, K.F. (2010). What do engineering students learn in sustainability courses? The effect of the pedagogical approach. Journal of Cleaner Production 18:275-284.
[16] Honey, M.A. and Hilton, M. (2011). Learning Science Through Computer Games and Simulations. The National Academies Press.
[17] Price, C. A., Gean, K., Christensen, C. G., Beheshti, E., Pernot, B., Segovia, G., ... & Ward, P. (2016). Casual games and casual learning about human biological systems. Journal of Science Education and Technology, 25(1), 111-126.
[18] Nelson, B. C., Bowman, C. D., Bowman, J. D., Cortés, L. E. P., Adkins, A., Escalante, E., ... & Su, M. (2019). Ask Dr. Discovery: the impact of a casual mobile game on visitor engagement with science museum content. Educational Technology Research and Development 1-18.
[19] Gustafsson, A., Bång, M. and Svahn, M. (2009). Power explorer: a casual game style for encouraging long term behavior change among teenagers. In Proceedings of the International Conference on Advances in Computer Entertainment Technology, 182-189.
[20] USEPA (United States Environmental Protection Agency). (2019). National Overview: Facts and Figures on Materials, Wastes and Recycling. Retrieved on September 18, 2019 from https://www.epa.gov/facts-and-figures-about-materials-waste-and-recycling/national-overview-facts-and-figures-materials#NationalPicture.
[21] Michael Gold. 2018. A Long-Awaited Ban on Foam, and Other New Laws in New York in 2019. New York Times, December 31, 2018.
[22] McDaniel, P. (2019). It's crunch time for California's plan to phase out single-use plastics by 2030. Los Angeles Times, September 5, 2019.
[23] Hocking, M. B. (1991). Paper versus Polystyrene: A Complex Choice. Science: 251:504-505.
[24] Lave, L. B., Cobas-Flores, E., Hendrickson, C. T. and McMichael, F. C. (1995). Using Input-Output Analysis to Estimate Economy-wide Discharges. Environmental Science and technology 29(9): 420A-426A.
[25] Woods, L. and Bakshi, B. R. (2014). Reusable versus Disposable Cups Revisited: Guidance in Life Cycle Comparisons Addressing Scenario, Model, and Parameter Uncertainties for the US Consumer. International Journal of Life Cycle Assessment 19:931-940.
[26] PRe (2013). SimaPro Databases and Methods. Available online at http://www.pre-sustainability.com/databases.
[27] John Brooke. 1996. SUS-A quick and dirty usability scale. Usability evaluation in industry 189, 194, 4-7.