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Innovative Teaching for Enhancing Pro-Environmental Behavior Among First-Year University Students

Evidence from a Solomon Four-Group Experimental Design

Bibliographic Data

ID19483607
AuthorsSurasak 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)
Year2026
Volume15
Issue3
Pages162
Publication date2026-03-03
Open AccessYes
TypeARTICLE
VenueSocial Sciences (JOURNAL)
Journal identifiersISSN: 2076-0760 • E-ISSN: 2076-0760
PublisherMDPI AG (PUBLISHER • IT)
DOI10.3390/socsci15030162
OpenAlexW7133354175
LanguageEN
References cited23

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

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