Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

‘The Game of the Sea’

An Interdisciplinary Educational Board Game on the Marine Environment and Ocean Awareness for Primary and Secondary Students

Bibliographic Data

ID22047253
AuthorsElena Arboleya-García (0000-0001-6655-2156, Universidad de Oviedo, corresponding author), Laura Miralles (0000-0002-7146-9776, Universidad de Oviedo)
Year2022
Volume12
Issue1
Pages57
Publication date2022-01-16
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueEducation Sciences (JOURNAL)
Journal identifiersISSN: 2227-7102 • E-ISSN: 2227-7102
PublisherMDPI AG (PUBLISHER • IT)
DOI10.3390/educsci12010057
OpenAlexW4205276434
LanguageEN
Citations received4
References cited52

Games are a proven tool for learning at all ages and in many contexts. They increase the attractiveness of learning processes through arousing interest and enhancing motivation, and aid with the development of social skills. Educational games provide teachers with different approaches to teaching. ‘The Game of the Sea’ is an interdisciplinary board game, specifically designed to teach its players about the marine environment, regardless of their age. Through its 68 sections, coloured according to particular topics and organised as a fish shape, players encounter a wide range of questions and activities. Through playing this game, players acquire a broad knowledge of science, the marine environment and its importance, and literature. The game uses an interdisciplinary approach with question cards on a variety of topics (including maths, physics, biology, chemistry, art, etc.). A total of 222 players (111 children, aged 11–15, and 111 adults, aged 18–72) tested the game. These players were enrolled in different formal and non-formal educational contexts and had different educational backgrounds. For a qualitative analysis of game sessions (participant observation), researchers acted as game moderators and, while doing so, made subtle observations of players playing the game. On top of this, the value of the game, as a didactic tool, was evaluated with a test that players took before and after the game. After playing the game, knowledge of the marine environment, increased in both children and adults, with a slightly higher increase in children. Therefore, ‘The Game of the Sea’ is suitable for teaching all ages about the marine environment. Further, this game can impart to its players the importance of the marine environment and the importance of protecting this environment

Attractiveness · Educational game · Game design · Game Developer · Mathematics education · Multimedia · Child Development and Digital Technology · Computer Science · Educational Games and Gamification · Mobile Learning in Education · Psychology

  • Preface for the Special Issue “Trends in Educational Gamification

    Open Access•José Carlos Piñero Charlo, Nadja Belova et al.•Education Sciences•2022

  • Toward Sustainable Digital Literacy

    Open Access•Songpon Khanchai, Perasuk Worragin et al.•Education Sciences•2025

  • Diving into a sea of knowledge

    Open Access•Cátia Freitas, Paul Venzo et al.•Environmental Education Research•2024

  • An ocean literacy intervention in elementary education

    Open Access•Victor Hugo Cordeiro Vianna, Edson Pereira Silva et al.•Marine Policy•2025

  • Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts

    Open Access•Shurui Bai, Khe Foon Hew et al.•Educational Research Review•2020

  • A systematic literature review of empirical evidence on computer games and serious games

    Open Access•Thomas M Connolly, Elizabeth A Boyle et al.•Computers & Education•2012

  • Gamification and student motivation

    Patrick Buckley, Patrick G Buckley et al.•Interactive Learning Environments•2016

  • Game-based Learning and 21st century skills

    Open Access•Meihua Qian, Karen Rebecca Clark•Computers in Human Behavior•2016

  • Gamified learning in higher education

    Open Access•Sujit Subhash, Elizabeth A Cudney•Computers in Human Behavior•2018

  • Gamifying learning experiences

    Open Access•Adrian Dominguez, Adrián Domínguez‐Díaz et al.•Computers & Education•2013

  • Marine defaunation

    Open Access•Douglas J Mccauley, Malin L Pinsky et al.•Science•2015

  • Analysis of Courses and Teacher Training Programs on Playful Methodology in Andalusia (Spain)

    Open Access•Lina Higueras-Rodríguez, Marta Medina García et al.•Education Sciences•2020

  • Efficiency of digital and non-digital educational games

    Tarık Talan, Yunus Dogan et al.•Journal of Research on Technology…•2020

  • Examining Board Gameplay and Learning

    Open Access•Rebecca Yvonne Bayeck•Simulation & Gaming•2020

  • The Psychology of Pro-Environmental Communication

    Open Access•Christian Andreas Klöckner•Psychology of Pro-Environmental…•2015

  • Making ocean literacy inclusive and accessible

    Open Access•Boris Worm, Carla Isobel Elliff et al.•Ethics in Science and Environmental…•2021

Unique citing works4
Citations per year1
Citation span2022 - 2025 (4)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 4

Tools

Open DOIOpen Access
Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae