Climate Change Education Through Interactive Technologies
DOI:
https://doi.org/10.65579/31075037.094Keywords:
Climate change education; interactive technologies; virtual reality (VR); augmented reality (AR); digital learning; serious games; environmental awareness; experiential learning; sustainability education; technology-enhanced learning.Abstract
The issue of climate change education has become a vital aspect of the global sustainability strategy, but conventional teaching methods can hardly attract learners or provide them with a chance to comprehend the scientific challenges. Interactive technologies, including virtual reality (VR), augmented reality (AR), simulation platforms, serious games, and mobile learning apps, can be used to find new ways to enhance climate literacy by providing immersive, experiential, and learner-centered experiences. The paper will discuss the role of interactive technologies in improving climate change education through facilitating deeper cognitive learning, greater emotional attachment to the problems of climate change, and informed behaviour change. Based on the recent trends in digital pedagogy, the paper examines the pedagogical usefulness of immersion, real-time feedback, and experiential learning in enabling students to visualize the processes of climate, evaluate the effects of human actions, and test mitigation and adaptation keys. The capacity of interactive means to make abstract scientific knowledge available, personalize the learning processes of individuals of any age and establish cooperation within the similar virtual space (through) and game-based tasks are also highlighted in the paper. Despite the immense opportunities of the technologies, the paper also addresses the existing weaknesses of the technologies, including access gaps, technological infrastructural requirements, content validity, and requisite educator training and curriculum alignment. The paper supports the arguments with a view that interactive technologies can significantly contribute to increasing climate education through reviewing the current applications of the technology and their success in education when they are used as a part of evidence-based pedagogical practices. Last but not least, the paper emphasizes that the combination of scientific content and experiential digital solution can also contribute to climate literacy creation by empowering problem-solving and enabling students to play a more active role in sustainability activities. Results underscore the fact that more innovations, interdisciplinary collaboration, and unrestricted access to technology are required in order to be certain that interactive climate education can contribute to global climate action.
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