Evaluating EcoHeroes: Gamified mobile learning for environmental education in primary school

Abstract This study evaluated the effectiveness of the EcoHeroes mobile application in enhancing environmental education among primary school students in Greece. Developed with the Massachusetts Institute of Technology App Inventor platform, the app integrates gamification and storytelling to teach key topics such as recycling, renewable energy, and water conservation. A mixed‐methods sequential explanatory design was used with 80 fourth‐ and fifth‐grade students and their teachers from a public school. Quantitative data were gathered through pre‐ and post‐intervention questionnaires and analyzed using paired‐sample t ‐tests, while qualitative data from interviews and usability testing were thematically analyzed. Results showed significant gains in environmental knowledge ( p < 0.01), strong student engagement, and reported increases in sustainable behaviors at home. High levels of student engagement and enjoyment were reported, with over 80% of participants indicating that the app helped them better understand environmental issues. Teachers confirmed the app's curricular alignment and observed improved motivation and participation. Usability findings demonstrated that the application was age‐appropriate, intuitive, and feasible to implement with minimal technical requirements. Overall, the findings suggest that well‐designed, pedagogically grounded gamified mobile applications can effectively enhance environmental learning and foster pro‐environmental awareness among primary school students. The study contributes empirical evidence supporting the integration of mobile game‐based learning tools in early environmental education.

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Publication Details

Journal
Natural sciences education
Published
2026-04-29
DOI
https://doi.org/10.1002/nse2.70047
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Evaluating EcoHeroes: Gamified mobile learning for environmental education in primary school

Christos Papakostas, Stamatia Stergiou
Natural sciences education
Educational Games and Gamification
article

Evaluating EcoHeroes: Gamified mobile learning for environmental education in primary school

Christos Papakostas, Stamatia Stergiou
article en

Abstract

Abstract This study evaluated the effectiveness of the EcoHeroes mobile application in enhancing environmental education among primary school students in Greece. Developed with the Massachusetts Institute of Technology App Inventor platform, the app integrates gamification and storytelling to teach key topics such as recycling, renewable energy, and water conservation. A mixed‐methods sequential explanatory design was used with 80 fourth‐ and fifth‐grade students and their teachers from a public school. Quantitative data were gathered through pre‐ and post‐intervention questionnaires and analyzed using paired‐sample t ‐tests, while qualitative data from interviews and usability testing were thematically analyzed. Results showed significant gains in environmental knowledge ( p < 0.01), strong student engagement, and reported increases in sustainable behaviors at home. High levels of student engagement and enjoyment were reported, with over 80% of participants indicating that the app helped them better understand environmental issues. Teachers confirmed the app's curricular alignment and observed improved motivation and participation. Usability findings demonstrated that the application was age‐appropriate, intuitive, and feasible to implement with minimal technical requirements. Overall, the findings suggest that well‐designed, pedagogically grounded gamified mobile applications can effectively enhance environmental learning and foster pro‐environmental awareness among primary school students. The study contributes empirical evidence supporting the integration of mobile game‐based learning tools in early environmental education.

Natural sciences educationVol. 55(1)
University of West Attica (GR)
Hellenic Academic Libraries Link
Openalex Percentile: Top 6%
Educational Games and Gamification
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