References
- Abbott, B. W., Bishop, K., Zarnetske, J. P., Minaudo, C., Chapin, F. S., Krause, S., Hannah, D. M., Conner, L., Ellison, D., Godsey, S. E., Plont, S., Marçais, J., Kolbe, T., Huebner, A., Frei, R. J., Hampton, T., Gu, S., Buhman, M., Sara Sayedi, S., … Pinay, G. (2019). Human domination of the global water cycle absent from depictions and perceptions. Nature Geoscience, 12(7), 533–540. https://doi.org/https://doi.org/10.1038/s41561-019-0374-y
- Abdul Jabbar, A. I., & Felicia, P. (2015). Gameplay engagement and learning in game-based learning: A systematic review. Review of Educational Research, 85(4), 740–779. https://doi.org/https://doi.org/10.3102/0034654315577210
- Adams, E., & Dormans, J. (2012). Game mechanics: Advanced game design. New Riders.
- Arnab, S., Lim, T., Carvalho, M. B., Bellotti, F., Freitas, S. d., Louchart, S., Suttie, N., Berta, R., & Gloria, A. D. (2015). Mapping learning and game mechanics for serious games analysis. British Journal of Educational Technology, 46(2), 391–411. https://doi.org/https://doi.org/10.1111/bjet.12113
- Assaraf, O. B.-Z., & Orion, N. (2005). Development of system thinking skills in the context of earth system education. Journal of Research in Science Teaching, 42(5), 518–560. https://doi.org/https://doi.org/10.1002/tea.20061
- Batzri, O., Ben Zvi Assaraf, O., Cohen, C., & Orion, N. (2015). Understanding the earth systems: Expressions of dynamic and cyclic thinking among university students. Journal of Science Education and Technology, 24(6), 761–775. https://doi.org/https://doi.org/10.1007/s10956-015-9562-8
- Bellotti, F., Kapralos, B., Lee, K., Moreno-Ger, P., & Berta, R. (2013). Assessment in and of serious games: An overview. Advances in Human-Computer Interaction, 2013, e136864–11. https://doi.org/https://doi.org/10.1155/2013/136864
- Bochennek, K., Wittekindt, B., Zimmermann, S.-Y., & Klingebiel, T. (2007). More than mere games: A review of card and board games for medical education. Medical Teacher, 29(9), 941–948. https://doi.org/https://doi.org/10.1080/01421590701749813
- Bodnar, C. A., Anastasio, D., Enszer, J. A., & Burkey, D. D. (2016). Engineers at play: Games as teaching tools for undergraduate engineering students. Journal of Engineering Education, 105(1), 147–200. https://doi.org/https://doi.org/10.1002/jee.20106
- Bowman, N. A., & Seifert, T. A. (2011). Can college students accurately assess what affects their learning and development?Journal of College Student Development, 52(3), 270–290. https://doi.org/https://doi.org/10.1353/csd.2011.0042
- Bruner, J. S. (1966). Toward a theory of instruction. Harvard University Press.
- Burguillo, J. C. (2010). Using game theory and competition-based learning to stimulate student motivation and performance. Computers & Education, 55(2), 566–575. https://doi.org/https://doi.org/10.1016/j.compedu.2010.02.018
- Cagiltay, N. E., Ozcelik, E., & Ozcelik, N. S. (2015). The effect of competition on learning in games. Computers & Education, 87, 35–41. https://doi.org/https://doi.org/10.1016/j.compedu.2015.04.001
- Cardak, O. (2009). Science students’ misconceptions of the water cycle according to their drawings. Journal of Applied Sciences, 9(5), 865–873. https://doi.org/https://doi.org/10.3923/jas.2009.865.873
- Chaudy, Y., & Connolly, T. M. (2019). Integrating assessment, feedback, and learning analytics in educational games: Literature review and design of an assessment engine. In Handbook of research on e-assessment in higher education (pp. 129–169). IGI Global. https://doi.org/https://doi.org/10.4018/978-1-5225-5936-8.ch006
- Chen, C.-H., Shih, C.-C., & Law, V. (2020). The effects of competition in digital game-based learning (DGBL): A meta-analysis. Educational Technology Research and Development, 68(4), 1855–1873. https://doi.org/https://doi.org/10.1007/s11423-020-09794-1
- Clark, D. B., Nelson, B. C., Chang, H.-Y., Martinez-Garza, M., Slack, K., & D’Angelo, C. M. (2011). Exploring Newtonian mechanics in a conceptually-integrated digital game: Comparison of learning and affective outcomes for students in Taiwan and the United States. Computers & Education, 57(3), 2178–2195. https://doi.org/https://doi.org/10.1016/j.compedu.2011.05.007
- Costanza, R., Chichakly, K., Dale, V., Farber, S., Finnigan, D., Grigg, K., Heckbert, S., Kubiszewski, I., Lee, H., Liu, S., Magnuszewski, P., Maynard, S., McDonald, N., Mills, R., Ogilvy, S., Pert, P. L., Renz, J., Wainger, L., Young, M., & Richard Ziegler, C. (2014). Simulation games that integrate research, entertainment, and learning around ecosystem services. Ecosystem Services, 10, 195–201. https://doi.org/https://doi.org/10.1016/j.ecoser.2014.10.001
- Covitt, B. A., Gunckel, K. L., & Anderson, C. W. (2009). Students’ developing understanding of water in environmental systems. The Journal of Environmental Education, 40(3), 37–51. https://doi.org/https://doi.org/10.3200/JOEE.40.3.37-51
- Davis, J. G. (1997). Nitrogen fate and transformations game. Journal of Natural Resources and Life Sciences Education, 26(2), 135–138. https://doi.org/https://doi.org/10.2134/jnrlse.1997.0135
- Dempsey, J. V., Lucassen, B. A., Haynes, L. L., & Casey, M. S. (1996). Instructional applications of computer games. Paper presented at the Annual Meeting of the American Educational Research Association, New York, NY, April. 8–12, 1996v.
- Dodick, J., & Orion, N. (2003). Measuring student understanding of geological time. Science Education, 87(5), 708–731. https://doi.org/https://doi.org/10.1002/sce.1057
- Ewing, M. S., & Mills, T. J. (1994). Water literacy in college freshmen: Could a cognitive imagery strategy improve understanding?The Journal of Environmental Education, 25(4), 36–40. https://doi.org/https://doi.org/10.1080/00958964.1994.9941963
- Forbes, C. T., Brozović, N., Franz, T. E., Lally, D. E., & Petitt, D. N. (2018). Water in society: An interdisciplinary course to support undergraduate students’ water literacy. Journal of College Science Teaching, 48, 36–42.
- Gao, F., Li, L., & Sun, Y. (2020). A systematic review of mobile game-based learning in STEM education. Educational Technology Research and Development, 68(4), 1791–1827. https://doi.org/https://doi.org/10.1007/s11423-020-09787-0
- Gee, J. P. (2007). Good video games + good learning: Collected essays on video games, learning, and literacy. Peter Lang.
- Gee, J. P. (2013). Games for learning. Educational Horizons, 91(4), 16–20. https://doi.org/https://doi.org/10.1177/0013175X1309100406
- Gilbert, L. A., Gross, D. S., & Kreutz, K. J. (2019). Developing undergraduate students’ systems thinking skills with an InTeGrate module. Journal of Geoscience Education, 67(1), 34–49. https://doi.org/https://doi.org/10.1080/10899995.2018.1529469
- Goodwin, J. S., & Franklin, S. G. (1994). The Beer Distribution Game: Using simulation to teach systems thinking. Journal of Management Development, 13(8), 7–15. https://doi.org/https://doi.org/10.1108/02621719410071937
- Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54, 170–179. https://doi.org/https://doi.org/10.1016/j.chb.2015.07.045
- Hoekstra, A. Y. (2012). Computer-supported games and role plays in teaching water management. Hydrology and Earth System Sciences, 16(8), 2985–2994. https://doi.org/https://doi.org/10.5194/hess-16-2985-2012
- Kali, Y. (2003). A virtual journey within the rock-cycle: A software kit for the development of systems-thinking in the context of the earth’s crust. Journal of Geoscience Education, 51(2), 165–170. https://doi.org/https://doi.org/10.5408/1089-9995-51.2.165
- Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-based methods and strategies for training and education. John Wiley & Sons.
- Kirriemuir, J., & McFarlane, A. (2004). Literature review in games and learning. (No. 8), Futurelab Series. Futurelab.
- Knapp, T. R. (1996). Learning statistics through playing cards. SAGE.
- Lee, T. D., Gail Jones, M., & Chesnutt, K. (2019). Teaching systems thinking in the context of the water cycle. Research in Science Education, 49(1), 137–172. https://doi.org/https://doi.org/10.1007/s11165-017-9613-7
- Lekka, A., Toki, E., Tsolakidis, C., & Pange, J. (2017Literature review on educational games for learning statistics. 2017 IEEE Global Engineering Education Conference (EDUCON). Presented at the 2017 IEEE Global Engineering Education Conference (EDUCON), pp. 844–847. https://doi.org/https://doi.org/10.1109/EDUCON.2017.7942945
- Lesser, L. M., & Glickman, M. E. (2009). Using magic in the teaching of probability and statistics. Model Assisted Statistics and Applications, 4(4), 265–274. https://doi.org/https://doi.org/10.3233/MAS-2009-0137
- Li, M.-C., & Tsai, C.-C. (2013). Game-based learning in science education: A review of relevant research. Journal of Science Education and Technology, 22(6), 877–898. https://doi.org/https://doi.org/10.1007/s10956-013-9436-x
- Lutz, T. (2011). Toward a new conceptual framework for teaching about flood risk in introductory geoscience courses. Journal of Geoscience Education, 59(1), 5–12. https://doi.org/https://doi.org/10.5408/1.3543934
- Mayo, M. J. (2009). Video games: A route to large-scale STEM education?Science (New York, N.Y.), 323(5910), 79–82. https://doi.org/https://doi.org/10.1126/science.1166900
- McCarroll, M., & Hamann, H. (2020). What we know about water: A water literacy review. Water, 12(10), 2803. https://doi.org/https://doi.org/10.3390/w12102803
- McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin Books.
- NGSS Lead States. (2013). Next generation science standards: For states, by states. The National Academies Press.
- Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1–12. https://doi.org/https://doi.org/10.1016/j.compedu.2008.06.004
- Perkins, A. C. (2016). Earthquake: Game-based learning for 21st century STEM education (Thesis).
- Perrotta, C., Featherstone, G., Aston, H., & Houghton, E. (2013). Game-based learning: Latest evidence and future directions. National Foundation for Educational Research.
- Pfirman, S., O’Garra, T., Simon, E. B., Brunacini, J., Reckien, D., Lee, J. J., & Lukasiewicz, E. (2021). “Stickier” learning through gameplay: An effective approach to climate change education. Journal of Geoscience Education, 69(2), 192–206. https://doi.org/https://doi.org/10.1080/10899995.2020.1858266
- Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258–283. https://doi.org/https://doi.org/10.1080/00461520.2015.1122533
- Ruddell, B. L., & Wagener, T. (2015). Grand challenges for hydrology education in the 21st century. Journal of Hydrologic Engineering, 20(1), A4014001. https://doi.org/https://doi.org/10.1061/(ASCE)HE.1943-5584.0000956
- Rusca, M., Heun, J., & Schwartz, K. (2012). Water management simulation games and the construction of knowledge. Hydrology and Earth System Sciences, 16(8), 2749–2757. https://doi.org/https://doi.org/10.5194/hess-16-2749-2012
- Scherer, H. H., Holder, L., & Herbert, B. (2017). Student learning of complex earth systems: Conceptual frameworks of earth systems and instructional design. Journal of Geoscience Education, 65(4), 473–489. https://doi.org/https://doi.org/10.5408/16-208.1
- Seibert, J., Uhlenbrook, S., & Wagener, T. (2013). Preface “Hydrology education in a changing world. Hydrology and Earth System Sciences, 17(4), 1393–1399. https://doi.org/https://doi.org/10.5194/hess-17-1393-2013
- Shute, V. J., & Ke, F. (2012). Games, learning, and assessment. In D. Ifenthaler, D. Eseryel, & X. Ge (Eds.), Assessment in game-based learning: Foundations, innovations, and perspectives (pp. 43–58). Springer. https://doi.org/https://doi.org/10.1007/978-1-4614-3546-4_4
- Soltis, N. A., McNeal, K. S., Forbes, C. T., & Lally, D. (2019). The relationship between active learning, course innovation, and teaching Earth systems thinking: A structural equation modeling approach. Geosphere, 15(5), 1703–1721. https://doi.org/https://doi.org/10.1130/GES02071.1
- Spandler, C. (2016). Mineral supertrumps: A new card game to assist learning of mineralogy. Journal of Geoscience Education, 64(2), 108–114. https://doi.org/https://doi.org/10.5408/15-095.1
- Susi, T., Johannesson, M., & Backlund, P. (2007). Serious games : An overview. Institutionen För Kommunikation Och Information.
- Tang, M., Ginns, P., & Jacobson, M. J. (2019). Tracing enhances recall and transfer of knowledge of the water cycle. Educational Psychology Review, 31(2), 439–455. https://doi.org/https://doi.org/10.1007/s10648-019-09466-4
- Tokac, U., Novak, E., & Thompson, C. G. (2019). Effects of game-based learning on students’ mathematics achievement: A meta-analysis. Journal of Computer Assisted Learning, 35(3), 407–420. https://doi.org/https://doi.org/10.1111/jcal.12347
- Troiano, G. M., Schouten, D., Cassidy, M., Tucker-Raymond, E., Puttick, G., & Harteveld, C. (2020Ice paddles, CO2 invaders, and exploding planets: How young students transform climate science into serious games. Proceedings of the Annual Symposium on Computer-Human Interaction in Play, CHI PLAY ‘20. Association for Computing Machinery, New York, NY, USA, pp. 534–548. https://doi.org/https://doi.org/10.1145/3410404.3414256
- Tsai, M.-H., Chang, Y.-L., Shiau, J.-S., & Wang, S.-M. (2020). Exploring the effects of a serious game-based learning package for disaster prevention education: The case of Battle of Flooding Protection. International Journal of Disaster Risk Reduction, 43, 101393. https://doi.org/https://doi.org/10.1016/j.ijdrr.2019.101393
- Van der Wal, M. M., de Kraker, J., Kroeze, C., Kirschner, P. A., & Valkering, P. (2016). Can computer models be used for social learning? A serious game in water management. Environmental Modelling & Software, 75, 119–132. https://doi.org/https://doi.org/10.1016/j.envsoft.2015.10.008
- Van Sickle, J. (2016). Discrepancies between student perception and achievement of learning outcomes in a flipped classroom. Journal of the Scholarship of Teaching and Learning, 16(2), 29–38. https://doi.org/https://doi.org/10.14434/josotl.v16i2.19216
- Vu, P., & Feinstein, S. (2017). An exploratory multiple case study about using game-based learning in STEM classrooms. International Journal of Research in Education and Science, 3, 582–588. https://doi.org/https://doi.org/10.21890/ijres.328087
- Wagener, T., Kelleher, C., Weiler, M., McGlynn, B., Gooseff, M., Marshall, L., Meixner, T., McGuire, K., Gregg, S., Sharma, P., & Zappe, S. (2012). It takes a community to raise a hydrologist: The modular curriculum for hydrologic advancement (MOCHA). Hydrology and Earth System Sciences, 16(9), 3405–3418. https://doi.org/https://doi.org/10.5194/hess-16-3405-2012
- Wagener, T., Sivapalan, M., Troch, P. A., McGlynn, B. L., Harman, C. J., Gupta, H. V., Kumar, P., Rao, P. S. C., Basu, N. B., & Wilson, J. S. (2010). The future of hydrology: An evolving science for a changing world. Water Resources Research, 46(5), W05301. https://doi.org/https://doi.org/10.1029/2009WR008906
- Wysession, M. E., LaDue, N., Budd, D. A., Campbell, K., Conklin, M., Kappel, E., Lewis, G., Raynolds, R., Ridky, R. W., Ross, R. M., Taber, J., Tewksbury, B., & Tuddenham, P. (2012). Developing and applying a set of earth science literacy principles. Journal of Geoscience Education, 60(2), 95–99. https://doi.org/https://doi.org/10.5408/11-248.1
- Young, M. F., & Slota, S. T. (2017). Exploding the castle: Rethinking how video games & game mechanics can shape the future of education. IAP.
- Zainuddin, Z. (2018). Students’ learning performance and perceived motivation in gamified flipped-class instruction. Computers & Education, 126, 75–88. https://doi.org/https://doi.org/10.1016/j.compedu.2018.07.003
- Zhang, Y., Dang, Y., & Amer, B. (2016). A large-scale blended and flipped class: Class design and investigation of factors influencing students’ intention to learn. IEEE Transactions on Education, 59(4), 263–273. https://doi.org/https://doi.org/10.1109/TE.2016.2535205