Title of Oral/Poster Presentation

Integrating Mobile Gaming into Environmental Education

Presenter Information

Stephanie BensonFollow

Class

Article

Graduation Year

2017

College

Emma Eccles Jones College of Education and Human Services

Department

Instructional Technology and Learning Sciences Department

Faculty Mentor

Breanne Litts

Presentation Type

Oral Presentation

Abstract

The field of environmental education has the potential to be revolutionized by integrating mobile game use and development. My presentation will address the affordances of incorporating mobile game design, and associated STEM principles, into this field, as well as how environmental educators can leverage mobile technology development to increase students’ care for and engagement with the natural world. In my study, youth designed and developed their own simplified versions of Pokémon Go where the player can “catch” and interact with animals native to Northern Utah. All games were created using an online, location-based, narrative platform called ARIS. While most data reflected a positive change in attitude toward the environment, I will be highlighting one or two participants who exemplified the most significant change. I will provide this information by doing the following: (1) walking through the survey instrument that I adapted and implemented, (2) using mid-workshop and post-workshop quotes written or voiced by the participants that suggest an increase in deep understanding of environmental topics and/or appreciation for the outdoors, and (3) showing anticipated results versus actual results and discussing the effects that designing a mobile game with local environmental content had on the participants’ attitude toward the natural world. Common constraints of playing mobile games outdoors, along with current and expected solutions, will be addressed, as well as the educational value of youth designing and creating with available technology. Finally, providing audience members with practical applications of utilizing mobile gaming in the outdoor classroom increases relevance of the data discussed. Future generations of young people are going to continue being “plugged in.” My proposal of merging mobile technology and environmental education is an encouragement to reevaluate traditional methods of education and break unspoken boundaries by combining multiple fields of practice.

Location

Room 154

Start Date

4-13-2017 10:30 AM

End Date

4-13-2017 11:45 AM

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Apr 13th, 10:30 AM Apr 13th, 11:45 AM

Integrating Mobile Gaming into Environmental Education

Room 154

The field of environmental education has the potential to be revolutionized by integrating mobile game use and development. My presentation will address the affordances of incorporating mobile game design, and associated STEM principles, into this field, as well as how environmental educators can leverage mobile technology development to increase students’ care for and engagement with the natural world. In my study, youth designed and developed their own simplified versions of Pokémon Go where the player can “catch” and interact with animals native to Northern Utah. All games were created using an online, location-based, narrative platform called ARIS. While most data reflected a positive change in attitude toward the environment, I will be highlighting one or two participants who exemplified the most significant change. I will provide this information by doing the following: (1) walking through the survey instrument that I adapted and implemented, (2) using mid-workshop and post-workshop quotes written or voiced by the participants that suggest an increase in deep understanding of environmental topics and/or appreciation for the outdoors, and (3) showing anticipated results versus actual results and discussing the effects that designing a mobile game with local environmental content had on the participants’ attitude toward the natural world. Common constraints of playing mobile games outdoors, along with current and expected solutions, will be addressed, as well as the educational value of youth designing and creating with available technology. Finally, providing audience members with practical applications of utilizing mobile gaming in the outdoor classroom increases relevance of the data discussed. Future generations of young people are going to continue being “plugged in.” My proposal of merging mobile technology and environmental education is an encouragement to reevaluate traditional methods of education and break unspoken boundaries by combining multiple fields of practice.