Let’s Save Our Environment! Empowering Students to Create VR Games in Disadvantaged Primary Schools

This research addresses environmental issues through innovative educational approaches, aimed at fostering soft skills in children from disadvantaged neighborhoods and at enhancing local community engagement. The study, which employs a Design-Based Research method, involved the creation of immersive educational escape rooms designed by students and focused on environmental themes. The outcomes reported increased environmental awareness, improved collaboration and digital skills, and enhanced community involvement. Civic, educational, and playful dimensions were successfully integrated to benefit underserved children.

Authors

Publication Details

Journal
Ubiquity Proceedings
Published
2025-09-03
DOI
https://doi.org/10.5334/uproc.212
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Let’s Save Our Environment! Empowering Students to Create VR Games in Disadvantaged Primary Schools

Rosa Bellacicco, Fabiola Camandona, Barbara Bruschi, Melania Talarico et al.
Ubiquity Proceedings
Educational Games and Gamification
article

Let’s Save Our Environment! Empowering Students to Create VR Games in Disadvantaged Primary Schools

Rosa Bellacicco, Fabiola Camandona, Barbara Bruschi, Melania Talarico, Manuela Repetto
article en

Abstract

This research addresses environmental issues through innovative educational approaches, aimed at fostering soft skills in children from disadvantaged neighborhoods and at enhancing local community engagement. The study, which employs a Design-Based Research method, involved the creation of immersive educational escape rooms designed by students and focused on environmental themes. The outcomes reported increased environmental awareness, improved collaboration and digital skills, and enhanced community involvement. Civic, educational, and playful dimensions were successfully integrated to benefit underserved children.

Ubiquity Proceedings
Openalex Percentile: Top 74%
Educational Games and Gamification
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