A two-phase systematic literature review on the use of serious games for sustainable environmental education

dc.contributor.authorAhmadov, Tarlan
dc.contributor.authorKarimov, Ayaz
dc.contributor.authorDurst, Susanne
dc.contributor.authorSaarela, Mirka
dc.contributor.authorGerstlberger, Wolfgang
dc.contributor.authorWahl, Mike Franz
dc.contributor.authorKarkkainen, Tommi
dc.contributor.departmentDepartment of Business and Economics
dc.date.accessioned2026-10-09T13:53:01Z
dc.date.available2026-10-09T13:53:01Z
dc.date.issued2025
dc.descriptionPublisher Copyright: © 2024 University of Jyvaskyla. Published by Informa UK Limited, trading as Taylor & Francis Group.en
dc.description.abstractThis study explores the landscape of serious games for sustainable environmental education, focusing on game types, theoretical foundations, and pedagogical approaches to provide valuable insights for educators, researchers, and policymakers. Using an umbrella literature review methodology, it examines empirical studies published between 2006 and 2023 on serious games in this field. The findings reveal a growing interest in serious games for sustainability, highlighting advancements in gaming technologies. It also identifies various game types, theoretical perspectives, and pedagogical strategies used to promote sustainability education. The study offers a comprehensive overview of the role of serious games in fostering sustainable behaviors, synthesizing key empirical studies, frameworks, and practical applications. Its insights can help educators design and implement serious games that effectively integrate diverse pedagogical and theoretical approaches, enhancing learning outcomes and raising sustainability awareness.en
dc.description.versionPeer revieweden
dc.format.extent22
dc.format.extent1411503
dc.format.extent1945-1966
dc.identifier.citationAhmadov, T, Karimov, A, Durst, S, Saarela, M, Gerstlberger, W, Wahl, M F & Karkkainen, T 2025, 'A two-phase systematic literature review on the use of serious games for sustainable environmental education', Interactive Learning Environments, vol. 33, no. 3, pp. 1945-1966. https://doi.org/10.1080/10494820.2024.2414429en
dc.identifier.doi10.1080/10494820.2024.2414429
dc.identifier.issn1049-4820
dc.identifier.other251155586
dc.identifier.other595e63d8-eea2-4d21-b531-a597edf75f64
dc.identifier.other105003781809
dc.identifier.urihttps://hdl.handle.net/20.500.11815/8649
dc.language.isoen
dc.relation.ispartofseriesInteractive Learning Environments; 33(3)en
dc.relation.urlhttps://www.scopus.com/pages/publications/105003781809en
dc.rightsinfo:eu-repo/semantics/openAccessen
dc.subjectEnvironmental educationen
dc.subjectQuality educationen
dc.subjectSerious gamesen
dc.subjectSustainabilityen
dc.subjectSystematic literature reviewen
dc.subjectEducationen
dc.subjectComputer Science Applicationsen
dc.subjectSDG 10 - Reduced Inequalitiesen
dc.subjectSDG 11 - Sustainable Cities and Communitiesen
dc.subjectSDG 4 - Quality Educationen
dc.subjectSDG 8 - Decent Work and Economic Growthen
dc.subjectSDG 5 - Gender Equalityen
dc.subjectSDG 9 - Industry, Innovation, and Infrastructureen
dc.titleA two-phase systematic literature review on the use of serious games for sustainable environmental educationen
dc.type/dk/atira/pure/researchoutput/researchoutputtypes/contributiontojournal/systematicreviewen

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