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The Effect of the Digital Game Developed According to the RETAIN Model on Academic Achievement in the Subject of Household Wastes and Recycling

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Abstract

People play games to have fun, and they are an important part of children's lives. People have used various materials to play games. With the development of technology, digital environments have also been used for games. The educational game method develops students' discovery, imagination, and high-level mental skills and provides permanent learning. Especially children spending time in digital environments has attracted the attention of educators. It is possible to transfer knowledge to students by using this time used by students in teaching environments or at home. In this study, the digital game developed by the researchers on household waste and recycling was evaluated according to the RETAIN model, and an achievement test was applied. The digital game was developed in 2D and RPG format using the Unity game development platform. It was determined that the digital game scored 46 points out of 63 points according to the RETAIN model weighting table. The research was conducted with 40 7th-grade students taking the course in the 2021-2022 academic year. A quasi-experimental design with a pre-test and post-test control group was used in the study. The achievement test developed by the researchers was used to collect data. When the post-test scores were examined, there was a significant difference in favor of the experimental group. The retention test was applied 5 weeks after the post-test and since there was no significant difference between the post-test and the retention test, it can be said that the effect of the application continues. Based on these results, it can be recommended to use this game developed for teaching the subject of household waste and recycling in teaching environments.

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Household choices – such as what to eat, how to get to work and how to heat our homes – have significant implications for the environment. With the urgency of environmental action and the need to shift to more sustainable consumption patterns, making more sustainable choices holds great potential to reduce environmental impacts. Yet in the context of interlocking crises, governments face challenges in supporting households with policies that realise this potential. How Green is Household Behaviour? presents an overview of results from the 2022 OECD Survey on Environmental Policies and Individual Behaviour Change. The survey investigates household attitudes and behaviour with respect to energy, transport, waste and food systems. It was carried out across more than 17 000 households in 9 countries, including Belgium, Canada, Israel, France, the Netherlands, Sweden, Switzerland, the United Kingdom and the United States. The data collected also include information on self-reported motivations and barriers to change, providing a unique source of empirical evidence to inform policy efforts to shift to more sustainable consumption patterns.
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The RETAIN Model is a game design and evaluation model for serious games. In this study, educators evaluated social change web-based and mobile app games using the RETAIN model rubric. In general, web-based games scored higher on the RETAIN rubric than their mobile app counterparts. In addition, the educators analyzed the social change games for their “hidden curriculum.” In some cases, the rubric and “hidden curriculum” contributed to educators altering the way they used the games they had appraised by supplementing context, incorporating discussion, or not using the games at all. The RETAIN model rubric offered educators a tool to evaluate digital games.
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