The Effect of Playing "The Climate Trail" on High School Students' Perspectives of Climate Change

School Name

Spring Valley High School

Grade Level

10th Grade

Presentation Topic

Behavioral Science

Presentation Type

Non-Mentored

Abstract

Increasing awareness and information on climate change is among the most important things society can do to avoid a critical crisis in the future. One method of spreading information is through interactive video games. This research project investigated the efficacy of the use of video games to spread information. It was hypothesized that after playing the selected educational game, the participants would give answers on a questionnaire that would suggest a mindset more in favor of acting against climate change due to an increase in knowledge of climate change. For the experiment, high school students were brought to a school computer lab and were instructed to fill out a questionnaire before and after playing the designated video game for roughly 30 minutes. The results of this experiment were analyzed using a paired t-test and it was determined that there was a significant difference between the pre and post-game answers, indicating that the game was an effective means of sharing information on climate change. This research project serves to show the importance of interactive activities in teaching and shaping one’s understanding of a subject.

Location

B&E 234

Start Date

4-2-2022 9:30 AM

Presentation Format

Oral and Written

Group Project

No

COinS
 
Apr 2nd, 9:30 AM

The Effect of Playing "The Climate Trail" on High School Students' Perspectives of Climate Change

B&E 234

Increasing awareness and information on climate change is among the most important things society can do to avoid a critical crisis in the future. One method of spreading information is through interactive video games. This research project investigated the efficacy of the use of video games to spread information. It was hypothesized that after playing the selected educational game, the participants would give answers on a questionnaire that would suggest a mindset more in favor of acting against climate change due to an increase in knowledge of climate change. For the experiment, high school students were brought to a school computer lab and were instructed to fill out a questionnaire before and after playing the designated video game for roughly 30 minutes. The results of this experiment were analyzed using a paired t-test and it was determined that there was a significant difference between the pre and post-game answers, indicating that the game was an effective means of sharing information on climate change. This research project serves to show the importance of interactive activities in teaching and shaping one’s understanding of a subject.