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Orientador(es)
Resumo(s)
Climate change education should be an urgent global priority for
both adults and children. Usually, the existing interventions focus
on one of these groups singularly, instead of engaging intergenera
tional audiences. Mystiria harnesses adult-child interactions in a
captivating gaming and learning experience that fosters climate
change awareness. This paper delves into how Mystiria’s design
and gameplay mechanics promote critical thinking and collabo
ration while also educating on climate change and sustainability.
Through a pretest-posttest pilot study and guided interviews with
six adult-child pairs, we unveil the game’s ability to inspire inter
generational dialogue, deepen understanding and spark meaningful
discussions about the current world’s environmental issues. The
findings from our pilot study indicate that collaborative intergener
ational gameplay fosters positive learning outcomes, creating an
environment for heightened knowledge transfer and awareness of
climate change and sustainability. While these results need to be
validated with a larger study, they highlight Mystiria’s potential as
a model for intergenerational serious games.
Descrição
Palavras-chave
Serious games Climate change Sustainability Asymmetric play Adult-child interactions . Faculdade de Ciências Exatas e da Engenharia
Contexto Educativo
Citação
Joana Spínola, Lígia Gonçalves, Pedro Campos, Mara Dionísio, and Paulo Bala. 2025. Evaluating Mystiria: Insights from a Pilot Study on Intergenera tional Collaborative Gameplay for Climate Change Awareness.InInteraction Design and Children (IDC ’25), June 23–26, 2025, Reykjavik, Iceland. ACM, NewYork, NY, USA, 6 pages. https://doi.org/10.1145/3713043.3731501
Editora
ACM
