The literature on climate change education recommends social, accessible action-oriented learning (Cordero, 2008; Bell, 2005) that is specifically designed to resonate with a target audience’s values and worldview (Leiserowitz, 2006; Nisbet, 2009). This paper discusses Greenify, a Real-World Action Game (RWAG) designed to teach adult learners about climate change and motivate informed action. Evidence suggests that gameplay helped players realize the magnitude of their personal actions, with reports of new behaviors and an increased desire to educate others on the website and beyond.
Real-World Missions for Climate Change Education
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https://doi.org/10.1184/R1/6686786.v1