Innovative Teaching for Enhancing Pro-Environmental Behavior Among First-Year University Students
Evidence from a Solomon Four-Group Experimental Design
Bibliographic Data
| ID | 19483607 |
|---|---|
| Authors | Surasak Jotaworn (0000-0003-3859-0408, Rajamangala University of Technology, corresponding author), Wanjai Lamprom (0000-0002-9957-0032, Rajamangala University of Technology, corresponding author), Issara Siramaneerat (0000-0002-5332-7977, Rajamangala University of Technology) |
| Year | 2026 |
| Volume | 15 |
| Issue | 3 |
| Pages | 162 |
| Publication date | 2026-03-03 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Social Sciences (JOURNAL) |
| Journal identifiers | ISSN: 2076-0760 • E-ISSN: 2076-0760 |
| Publisher | MDPI AG (PUBLISHER • IT) |
| DOI | 10.3390/socsci15030162 |
| OpenAlex | W7133354175 |
| Language | EN |
| References cited | 23 |
Given the persistent challenges in promoting pro-environmental behavior and student engagement in higher education, particularly in environmental courses, this study examines the effects of creative teaching strategies—specifically icebreaker games and activities—on cognitive understanding, attitudes, and pro-environmental behaviors among first-year university students in environmental education. Grounded in the Green Competency framework and game-based learning theory, the study addresses an empirical gap concerning the sustained impacts of active learning approaches. A Solomon four-group experimental design was employed with 200 students enrolled in the Environmental Society course at Rajamangala University of Technology Thanyaburi (RMUTT). Pre- and post-tests assessed changes across the three learning domains. ANOVA and Scheffé post hoc analyses revealed statistically significant improvements in cognition, attitudes, and behaviors among students exposed to the intervention, particularly those receiving both pre-testing and innovative instruction. Regression analysis indicated that cognitive understanding was the strongest predictor of pro-environmental behavior (β = 0.531, p
Behavior change · Cognition · Creativity · Curriculum · Empirical research · Environmental education · Post hoc · Sustainability · Educational Games and Gamification · Environmental Education and Sustainability · Sustainability in Higher Education
Foundations of Game-Based Learning
What video games have to teach us about learning and literacy
Changing environmentally harmful behaviors
Our Princess Is in Another Castle
Serious games as new educational tools
Environmental Values, Beliefs, and Actions
Meta-analyses of factors motivating climate change adaptation behaviour
Feedback on assessment
Mind the Gap
Defining and classifying personal and household climate change adaptation behaviors
Barriers perceived to engaging with climate change among the UK public and their policy implications
How Computer Games Help Children Learn
E-Learning, online learning, and distance learning environments
Statistical treatment of the Solomon four-group design
An extension of control group design
| Highly cited | No |
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