Save Tuba: A Gamified App for Children to Explore Environmental Issues and Develop Sustainable Behaviors

2022

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DOI 10.1109/ghtc55712.2022.9911044
Data confidence 70 medium
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Abstract

Like many other countries, Kazakhstan has committed to carbon neutrality but is burdened by a fossil fuel-dependent economy that is particularly vulnerable to climate change. The net impact of various policy, technology, and business innovations aimed at transitioning to a greener economy are limited by the knowledge and behaviors of the populace. Integrating environmental education into the schooling system is underway but progress on behavioral change is glacial. Gamification and inquiry-based learning are transformative pedagogical tools that leverage students’ natural creativity to reinforce fundamental concepts while encouraging deeper engagement. This article describes “Save Tuba,” a mobile game application designed for second through fifth grade students to help them explore environmental issues and develop sustainable behaviors. Children build an emotional connection with Tuba, a saiga antelope whose natural habitat on the vast Kazakh steppes is threatened by humans, as they embark on a series of exciting and meaningful adventures. The article discusses the app’s creation journey, narrative structure, pedagogical foundations, human-centered design processes, and curricular content.