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Evaluating the effectiveness of a serious game to educate children about the urban water cycle

Bibliographic Data

ID21297574
AuthorsXavier Garcia (0000-0002-1789-7403, Catalan Institute for Water Research (ICRA‐CERCA) Girona Spain, corresponding author), Elena Domene (0000-0002-0109-6572, Institut Metròpoli, UAB Cerdanyola del Vallès Spain), Xabier Goenaga (Graphics and Imaging Laboratory Universitat de Girona Girona Spain), Antonio Rodríguez (0000-0003-0278-1296, Universitat de Girona), Antonio Rodriguez‐Benitez (Graphics and Imaging Laboratory Universitat de Girona Girona Spain), Mar Satorras (0000-0003-0991-7141, Institut Metròpoli, UAB Cerdanyola del Vallès Spain), Vicenç Acuña (0000-0002-4485-6703, Catalan Institute for Water Research (ICRA‐CERCA) Girona Spain), Ariadna Martínez‐Ruiz (Barcelona Water Cycle Barcelona Spain), Imma Boada (0000-0002-0001-8193, Graphics and Imaging Laboratory Universitat de Girona Girona Spain), Lluís Corominas (0000-0002-5050-2389, Catalan Institute for Water Research (ICRA‐CERCA) Girona Spain)
Year2025
Volume56
Issue6
Pages2367-2386
Publication date2025-11-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueBritish Journal of Educational Technology (JOURNAL)
Journal identifiersISSN: 0007-1013 • E-ISSN: 1467-8535
PublisherWiley (PUBLISHER • GB)
DOI10.1111/bjet.13578
OpenAlexW4407602051
LanguageEN
Citations received1
References cited32

Serious games combine education and entertainment to create engaging and effective learning experiences, potentially contributing to science literacy and environmental awareness. This research aims to investigate the effectiveness of a particular serious game, H2OeduK, in educating children aged 10 to 11 years on the urban water cycle. Specifically, a study was conducted in four schools, where 140 students played the game and completed pre‐ and post‐game surveys to assess knowledge acquisition and the influence of specific socio‐demographic and gaming contextual factors. The relationship between the serious game evaluation and the knowledge acquisition scores was also explored. Results indicate that playing H2OeduK significantly enhanced children's understanding of the urban water cycle, establishing it as an effective tool for promoting water literacy and encouraging the protection of water resources. Neither gender nor play mode (individual or pair play) appeared to affect the game's effectiveness, while engaging in video gameplay positively impacted knowledge acquisition. Participants' evaluation of the game in terms of gamer experience (engagement, playfulness and self‐reported learning) did not seem to correlate with the level of learning achieved. Overall, this study underscores the potential of serious games like H2OeduK to effectively educate young learners on key sustainability challenges. Practitioner notes What is already known about this topic Educating children about the urban water cycle raises awareness and promotes responsible water usage. Serious games provide interactive and engaging ways to teach children about the urban water cycle and other environmental issues. Studies suggest that serious games can be effective in enhancing learning outcomes and promoting environmental education. What this paper adds The study provides empirical evidence on the effectiveness of H2OeduK serious game in teaching children about environmental & management concepts related to the urban water cycle. Gender does not significantly influence the acquisition of environmental knowledge through this serious game. Individual gameplay with H2OeduK is as effective as collaborative gameplay for teaching children about the urban water cycle. Implications for practice and/or policy Incorporating serious games into educational practices can be a valuable tool for teaching complex sustainability challenges to children, such as urban water cycle problems. Objective measures, like knowledge acquisition surveys, are crucial for evaluating the effectiveness of serious games in fostering learning outcomes. Further research is needed to explore the long‐term impact of serious games on knowledge retention and behavioural change and to understand their effectiveness in promoting sustainable development

Entertainment · Environmental education · Game design · Game Developer · Literacy · Medical education · Multimedia · Pedagogy · Political science · Student engagement · Sustainability · Video game · Child Development and Digital Technology · Computer Science · Digital Games and Media · Ecology · Educational Games and Gamification · Medicine · Psychology

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Unique citing works1
Citations per year1
Citation span2025 - 2025 (1)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 1

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