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Preprints
https://doi.org/10.5194/egusphere-2025-577
https://doi.org/10.5194/egusphere-2025-577
10 Mar 2025
 | 10 Mar 2025
Status: this preprint is open for discussion and under review for Geoscience Communication (GC).

Finding Gaia: Exploring Climate Change Through Gamification

Maria Vittoria Gargiulo, Raffaella Russo, and Paolo Capuano

Abstract. Effective science communication is a vital tool in bridging the divide between scientific progress and the well-being of society, ensuring that the fruits of research are not only accessible but also comprehensible to the broader public. By tailoring communication strategies to different audiences, we can foster greater engagement and facilitate a deeper understanding of complex topics. In particular, involving young people in science communication is crucial, as it not only promotes innovation but also empowers them to tackle pressing global challenges.

Gamification has emerged as an innovative approach in this context, incorporating game-like elements to captivate and educate audiences. Platforms such as Kahoot! and Quizizz are widely recognised for enhancing learning motivation, while crowd-based games like Foldit are revolutionising scientific research by harnessing the power of collective intelligence. When applied to climate change education, gamification proves particularly effective, creating a platform for both deepening understanding and driving proactive behavioural change.

In response to the challenges posed by the COVID-19 pandemic, virtual platforms became indispensable in maintaining science communication efforts. A prime example of this adaptation is the creation of "Finding Gaia" – an immersive educational experience focused on climate change. This initiative, informed by established evaluation protocols, was designed to assess its impact on participants. Statistical analysis revealed significant knowledge gains, underscoring the effectiveness of the gamified approach in achieving its educational objectives.

Publisher's note: Copernicus Publications remains neutral with regard to jurisdictional claims made in the text, published maps, institutional affiliations, or any other geographical representation in this preprint. The responsibility to include appropriate place names lies with the authors.
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Maria Vittoria Gargiulo, Raffaella Russo, and Paolo Capuano

Status: open (until 05 May 2025)

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Maria Vittoria Gargiulo, Raffaella Russo, and Paolo Capuano
Maria Vittoria Gargiulo, Raffaella Russo, and Paolo Capuano

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Short summary
Understanding climate change is crucial, but making it engaging for students can be challenging. Our study explores how gamification—turning learning into an interactive experience—can boost interest and knowledge. We designed Finding Gaia, a virtual treasure hunt where students solve challenges related to climate and geophysics. Results show increased awareness, motivation, and knowledge retention. This highlights the power of game-based learning in making science more accessible and impactful.
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