气候赢家!- 游戏化方法如何促进大学校园内外的可持续消费

IF 3 2区 环境科学与生态学 Q1 EDUCATION & EDUCATIONAL RESEARCH International Journal of Sustainability in Higher Education Pub Date : 2024-02-05 DOI:10.1108/ijshe-08-2022-0269
Verena Berger, David Koch
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引用次数: 0

摘要

目的教育机构在启动社会可持续发展转型进程方面承担着特殊的社会责任,然而,有效针对学生和员工的活动却很少。为了在做出战略和政治决定的同时启动变革,本文旨在介绍一种游戏化干预措施(以下简称 "气候决斗")的研究结果,该干预措施是在一项实地研究中实施的,并经过测试,以评估其在大学环境中作为一种支持和变革方法的潜力。研究包括对两所参与大学的院系进行环境影响分析、干预措施的构思和测试,以及相关调查,以评估干预措施的有效性,并获得反馈意见,从而在其他大学或机构推广决斗活动。研究结果375人参加了气候决斗活动,并通过参与活动和相应的行为改变,减少了2.6吨温室气体排放。此外,参与者的反馈在行为改变方面也取得了积极成果,并为今后的实施提供了宝贵的证据。尽管如此,仍有改进的余地,尤其是在支持交流活动方面,这些活动可以促进社会关系,从而相互激励、分享经验或解决日常生活中的实施困难。由于可以在实践中检验基于理论的干预措施,因此可以为大学提供一种可实施、有效且可扩展的措施,帮助加快转型进程。
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The climate wins! – How a gamification approach can foster sustainable consumption on university campuses and beyond

Purpose

Educational institutions have a special social responsibility to initiate processes of sustainability transformation in society, nevertheless, activities that effectively address students as well as employees are rather moderate. To initiate change alongside strategic and political decisions, this paper aims to present findings of a gamification intervention (hereafter referred to as climate duel), which was implemented in a field study and tested to assess its potential as a supporting and transformative approach in a university context.

Design/methodology/approach

A three-month field study was conducted with two universities of applied sciences. The study included an environmental impact analysis of the two participating university departments, the conception and testing of the intervention and associated surveys to evaluate the effectiveness of the intervention in order to and to obtain feedback that would allow the duel to be scaled up at other universities or institutions.

Findings

Three hundred seventy-five people took part and saved 2.6 tons of greenhouse gas emissions through their participation in the climate duel and their corresponding behavioural changes. In addition, feedback from the participants yielded positive results in terms of behavioural changes and generated valuable evidence for future implementations. Nevertheless, there is still room for improvement, especially in terms of supporting communication activities that promote social relatedness to motivate each other, share experiences or deal with implementation difficulties in everyday life.

Originality/value

Building on the promising effects of gamification, the study is a showcase for applied science. With the possibility of testing a theory-based intervention in practice, an implementable, effective and scalable measure for universities that helps to accelerate the transformation process is available.

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来源期刊
CiteScore
6.60
自引率
19.40%
发文量
85
期刊介绍: The aim of International Journal of Sustainability in Higher Education is to provide up-to-date information on new developments and trends on sustainability in a higher education context, and to catalyse networking and information exchange on sustainable development as a whole, and on the SDGs in particular, on a global basis. Authors are invited to submit papers from the following areas: Environmental management systems, Sustainable development, Sustainable Development Goals, Curricular innovation, Campus greening, Operational aspects of universities, Energy, water, recycling, waste management, Planning and design of campuses, Environmental reports, Environmental policies and action plans, Staff and student initiatives. Other themes associated to the above or emerging topics will also be considered
期刊最新文献
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