EOS1.5 | Games for Geoscience
EDI
Games for Geoscience
Co-organized by GM12
Convener: Christopher Skinner | Co-conveners: Rolf Hut, Elizabeth Lewis, Lisa Gallagher, Maria Elena Orduna Alegria
Orals
| Wed, 17 Apr, 14:00–15:45 (CEST)
 
Room 1.15/16
Posters on site
| Attendance Thu, 18 Apr, 16:15–18:00 (CEST) | Display Thu, 18 Apr, 14:00–18:00
 
Hall A
Posters virtual
| Attendance Thu, 18 Apr, 14:00–15:45 (CEST) | Display Thu, 18 Apr, 08:30–18:00
 
vHall A
Orals |
Wed, 14:00
Thu, 16:15
Thu, 14:00
Games have the power to ignite imaginations and place you in someone else’s shoes or situation, often forcing you into making decisions from perspectives other than your own. This makes them powerful tools for communication, through use in outreach, disseminating research, in education and teaching at all levels, and as a method to train the public, practitioners, and decision-makers in order to build environmental resilience.

Games can also inspire innovative and fun approaches to learning. Gamification and game-based approaches add an extra spark of engagement and interaction with a topic. Gaming technology (e.g. virtual reality) can transport and immerse people into new worlds providing fascinating and otherwise impossible experiences for learners.

In this session we welcome contributions from anyone who has used games, gaming technology, and/or game-based approaches in their research, their teaching, or public engagement activities.

Orals: Wed, 17 Apr | Room 1.15/16

Chairpersons: Elizabeth Lewis, Lisa Gallagher, Maria Elena Orduna Alegria
14:00–14:05
14:05–14:15
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EGU24-2938
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ECS
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On-site presentation
Iris van Zelst, Ronnie Peskens, and Lucia Perez-Diaz

QUARTETnary is an educational card game about the geological time scale. Consisting of 60 beautifully illustrated and colourful cards, QUARTETnary has players explore all the important events in the Earth’s history: from dinosaurs to humans and from the formation of the Alps to the formation of the Himalayas. 

Suitable for ages 8 and up, gameplay follows that of the classic card game ‘quartets’, where players aim to collect sets of four cards belonging to a specific group (in this case, a certain geological time unit). At the end of the game, the player with the most complete geological time line (i.e., the most quartets) wins the game! 

Here, we present the design of the fully finished card game (including prototypes to play at the Geoscience Game Night at EGU!) and our journey to get the game manufactured. Specifically, we will touch upon the following:

  • setting up our own company ‘The Silly Scientist’ to publish the game 
  • finding and selecting a printer 
  • playtesting the game (how to make a prototype?) and the design changes to the cards as a result of playtesting 
  • the preparation of and results from our crowdfunding campaign via Kickstarter 
  • distribution and shipping of QUARTETnary to Kickstarter backers and going towards retail

To assess the educational benefits of QUARTETnary, we also present preliminary results from surveys filled in by people before and after playing QUARTETnary. The surveys assess players’ knowledge of the geological time scale and the history of the Earth through both self-assessment (“How much do you know about Earth’s history?”) and objective questions testing knowledge of specific events (“Which geological time period(s) ended with a major mass extinction?”) and the order of events (“What happened in the same time period during which the Sahara was formed?”). Hence, through the surveys we are able to assess if and how a player’s knowledge on the history of the Earth improves through playing QUARTETnary. In addition, we gather subjective feedback through the surveys on what players think of QUARTETnary both in terms of being fun to play and as an educational tool. The subset of results shown here stem from playtesting QUARTETnary with colleagues and friends with a university and Earth science / astronomy background who generally played the game once between filling in the before and after surveys. Future data from the Kickstarter backers should give a more complete overview of the educational value of QUARTETnary with more diversity in (scholarly) backgrounds and the amounts of times QUARTETnary was played between surveys. 

How to cite: van Zelst, I., Peskens, R., and Perez-Diaz, L.: QUARTETnary - the card game about the geological time scale: crowdfunding, manufacturing, and educational value , EGU General Assembly 2024, Vienna, Austria, 14–19 Apr 2024, EGU24-2938, https://doi.org/10.5194/egusphere-egu24-2938, 2024.

14:15–14:35
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EGU24-8162
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solicited
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Highlight
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Virtual presentation
Matteo Menapace

Daybreak is a cooperative board game about stopping climate change, co-designed by Matt Leacock and Matteo Menapace, and published by CMYK.

In this talk, Menapace will discuss how he and Leacock set out to design a game that balances a foundation in climate science with a radical optimism, in which players cooperate to build an equitably decarbonized future, where all of us can not just survive, but thrive.

Menapace will share key lessons learned in effectively communicating complex scientific concepts related to climate change, and weave in prompts for scientists to incorporate games (in particular cooperative games) and playfulness in their work.

How to cite: Menapace, M.: Daybreak: Communicating the climate crisis with a board game, EGU General Assembly 2024, Vienna, Austria, 14–19 Apr 2024, EGU24-8162, https://doi.org/10.5194/egusphere-egu24-8162, 2024.

14:35–14:45
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EGU24-534
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ECS
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Highlight
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On-site presentation
Jan Alexander Thomann, Virginia Toy, Friedrich Hawemann, and Carlos Martínez-Pérez

Geological field work remains an essential part of geoscience education. The close-up, in-situ experience of geological excursions, allow the observation of our study object in 3D as well as in different scales – an immersion unattainable with classical classroom teaching. Despite the undeniable advantages of field-based teaching, it remains mentally, financially and physically challenging for everyone and inaccessible to some of us. In recent years, more and more “virtual field trips” were developed in the hope to transmit as much of the field experience as possible. The development of interactive virtual field trips is very similar to video game design, and yet the outcome is often far away from exciting, interactive, 3D video game worlds. We therefore attempted to stick to classical tools of video game design, such as the 3D modelling software ‘Blender’ and the ‘Unreal Engine 5’, one of the world's leading engines for video games. In this case study, we created a digital twin of an outcrop of Mesozoic sedimentary rocks using photogrammetry, to achieve a photorealistic 3D environment. Movement and interaction in this world are identical to classical, first-person perspective video games, a familiar setup for most students. The user can move around freely, discover hidden fossils and is guided towards the highlights of the outcrop.

This gamification approach was developed for university students, but with small modifications it could also be employed in outreach situations, such as in teaching in schools or as part of museum exhibitions where an interactive system can be more engaging than a static or linear system and can target an audience group that is not primary interested in the exhibition but attracted by the gamification aspect.

How to cite: Thomann, J. A., Toy, V., Hawemann, F., and Martínez-Pérez, C.: Unreal field trips? Gamification as key for unlocking the potential of virtual geological fields trips., EGU General Assembly 2024, Vienna, Austria, 14–19 Apr 2024, EGU24-534, https://doi.org/10.5194/egusphere-egu24-534, 2024.

14:45–14:55
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EGU24-5877
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Highlight
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On-site presentation
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Jean-Philippe Vidal and Louis Héraut

Scientific methodological guides are usually rather boring. However, numerous methodological challenges and pitfalls can be encountered in carrying out a climate change impact study on hydrology, and there is an urgent need to transfer data and related expertise from scientists to practitioners. This communication presents a hopefully less boring white paper written in the style of an adventure gamebook (see Jackson & Livingstone, 1982). This book is tailored for French water managers and consultants in hydrology, taking into account their specific language, datasets, and institutional context. It gathers good practice and up-to-date knowledge from scientists, and real-life experience of studies designed by local water managers and conducted by consultants within the EU LIFE Eau&Climat project (2021-2024).

The book starts with the traditional warnings to the reader which is then invited to define her quest given the evolving context of the catchment of interest, and to prepare her equipment, gathering existing reports/adventurers’ accounts, collecting data/parchment maps, and listing available models/forest pathways. The core of the book is organized around two missions, the first of which consists in recovering the past evolution of water resources, through analyzing trends and potentially implement hydrological models. The second mission aims at composing the future of water resources in the catchment, through understanding and making use of possible climate and hydrology futures, through exploring the latest national climate and hydrology services and associated web portals to future worlds (see Kirk and Sangster, 2023, notably Part 4: “Portals and Worlds”). This book should serve as a basis for the reader to then develop robust adaptation strategies, in order for her to neither drown in a future flooding nor seeing her vital harvest compromised by recurring severe droughts.

This book is designed in R markdown with the bookdown package (Xie, 2023). This work is funded by the EU LIFE Eau&Climat project (LIFE19 GIC/FR/001259).

Jackson S. & Livingstone, I. (1982) The Warlock of Firetop Mountain. Puffin, Harmondsworth. 170 p. ISBN 978-978-0-14-031538-7

Kirk T. & Sangster M. (2023) Realms of Imagination. Essays from the Wide Worlds of Fantasy. British Library, London. 271 p. ISBN 978-978-0-7123-5449-3

Xie Y. (2023) bookdown: Authoring Books and Technical Documents with R Markdown. R package version 0.37, https://github.com/rstudio/bookdown

How to cite: Vidal, J.-P. and Héraut, L.: From a white paper to an adventure gamebook: engaging practitioners in climate change impact studies on hydrology, EGU General Assembly 2024, Vienna, Austria, 14–19 Apr 2024, EGU24-5877, https://doi.org/10.5194/egusphere-egu24-5877, 2024.

14:55–15:05
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EGU24-2087
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On-site presentation
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Anne Chapuis, Clémence Foucher, Clara Burgard, Etienne Ducasse, Pierre Mathiot, Gabrielle Mondy, and Gaël Durand

In the face of climate change and rising sea levels, "Submersion" is a strategic collaborative board game designed by H2020-PROTECT to deepen understanding and foster proactive decision-making regarding the risk of coastal submersion. Tailored for a high-school audience and above, the game prompts players to manage a coastal city, grappling with the challenges posed by the risk of marine submersion. The objective is clear: safeguard the city's future by minimizing the impact of this risk.

The game unfolds in Mer-Ville, a picturesque coastal town threatened by climate-induced changes. Players, acting as members of the City Council, navigate the delicate balance between preserving the city's historical treasures, sustaining its economic activities, and implementing effective adaptation measures. As climate scenarios unfold, players must grapple with varying degrees of sea-level rise, emphasizing the importance of strategic planning and resource allocation.

Key Objectives:

  • Understanding Risk: Explore the concept of risk and its reduction strategies.
  • Adaptation Responses: Learn about diverse responses to the risk of marine submersion
  • Climate Scenarios: Grasp the impact of different climate scenarios on sea level rise and adaptation difficulty.
  • Limits of Adaptation: Understand the constraints and limitations associated with adaptation measures.
  • Temporal Aspect: Recognize that adaptation requires time and advance planning.

How to cite: Chapuis, A., Foucher, C., Burgard, C., Ducasse, E., Mathiot, P., Mondy, G., and Durand, G.: "Submersion": A board game for coastal risk exploration and adaptation planning, EGU General Assembly 2024, Vienna, Austria, 14–19 Apr 2024, EGU24-2087, https://doi.org/10.5194/egusphere-egu24-2087, 2024.

15:05–15:15
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EGU24-9597
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Highlight
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On-site presentation
Andrei Covaci, Mohamed Firas Kooli, Hossein Dehghanipour, Camelia El Bakkali, Sara Top, and Lesley De Cruz

Due to climate change, extreme weather conditions such as heatwaves are becoming increasingly common. Additionally, urbanized areas cause elevated temperatures compared to rural areas, especially during clear and calm nights. This effect is known as the urban heat island. Both climate change and growing cities lead to more intense and frequent temperature extremes causing more frequent and more severe heat stress. Heat stress correlates with cardiovascular diseases and excess mortality [Liu et al., 2020]. A major challenge that cities face today is the implementation of climate adaptation measures to counteract the increased heat stress, for example, by planning more green spaces.  

To spread awareness and for science outreach purposes, we have created the 'Instant urban climate with AI' workshop. In this interactive workshop, participants can build their own simplified city using colour-coded LEGO blocks that represent different land use types.  The participants can insert their city in a box with a camera, which takes an aerial photo of the LEGO city and displays the corresponding temperature map. This allows the participants to investigate the impact of land use on the temperature in their city. 

To increase the game factor, the “Cool your city” game was introduced. The participants start from a default city map, which they then need to adapt with the aim to lower the average temperature as much as possible during hot summer nights. Participants looking for additional challenges can also rebuild parts of the city of Brussels and investigate how land usage in the city impacts the temperature for different weather conditions. 

To make the outcomes of the game realistic, we used a machine learning (ML) model trained on urban weather observations from the regional VLINDER network [Caluwaerts et al., 2021] to compute the temperature for the participants’ LEGO cities. With this project, we established connections from urban climate to other research domains, such as citizen science and artificial intelligence. By providing a low-threshold, fun and tangible way to explore these topics, we hope to make such transdisciplinary research accessible for audiences aged 4 to 104, regardless of socio-economic status, gender or language. The Instant Urban Climate with AI workshop was presented at two outreach events in Brussels, Belgium (the three-day I Love Science Festival and Day of the Sciences) with big turnover rates, over 150 participants per day, and overall positive feedback and engagement. 

Caluwaerts, S., Top, S., Vergauwen, T., Wauters, G., De Ridder, K., Hamdi, R., Mesuere, B., Van Schaeybroeck, B., Wouters, H. and Termonia, P., 2021. Engaging schools to explore meteorological observational gaps. Bulletin of the American Meteorological Society, 102(6), pp.E1126-E1132.  

Liu, J., Varghese, B. M., Hansen, A., Zhang, Y., Driscoll, T., Morgan, G., ... & Bi, P. (2022). Heat exposure and cardiovascular health outcomes: a systematic review and meta-analysis. The Lancet Planetary Health, 6(6), e484-e495.

How to cite: Covaci, A., Kooli, M. F., Dehghanipour, H., El Bakkali, C., Top, S., and De Cruz, L.: Interactive instant urban climate modelling with AI and LEGO-cities, EGU General Assembly 2024, Vienna, Austria, 14–19 Apr 2024, EGU24-9597, https://doi.org/10.5194/egusphere-egu24-9597, 2024.

15:15–15:25
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EGU24-18689
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On-site presentation
Björn Wieczoreck

Started as a project at a geoscientific hackathon in 2018 and released to the public in 2020, GST[AR] is an app-based attempt of utilizing Augmented Reality (AR) to bring 3D geological data to almost everyone with a smartphone or tablet. In this way, multiple european-based geological surveys already offer some of their models to experts and interested users alike today. 3D subsurface models especially are great for public engagement and education as they are easier to grasp and fun to interact with. GST[AR] joined the growing list of tools that allow users to visualize geological data without the need for expensive and proprietary software, but chose to do it with the rather novel technology of AR.

AR holds great potential since it is a fun and intuitive way to interact with 3D data and is readily available on most portable devices. Enabling users to directly manipulate a 3D scene is essential for user engagement, but also for gaining a deeper understanding of the spatial relations and dimensions. Simpler methods like creating an animation, or still image, of a 3D model fall short in that regard because they lack the interactive component. Compared to AR, Virtual Reality is allowing for a much higher level of immersion, but it also comes at the cost of a more convoluted and expensive setup and user isolation.

GST[AR] offers the user a list of multiple data sources, providing additional background information for some of them. After a model and a set of features have been selected, the downloaded 3D model can be placed in AR. The app then gives the user the means to scale or rotate the model, and even to look "below the surface" by highlighting individual parts. It is also possible to share a session with multiple peer devices to view the same model in the same physical space and spark a conversation. In these sessions every user is able to manipulate the model or place down markers to make sure that all peers know what specific part is being discussed at the moment.

While a connection to a running instance of GST Web to download subsurface models was required in the past, a tool has been developed that allows everyone to convert input data into an app friendly state and host it on their own machine. At the point of writing this abstract, this is limited to GoCad and Wavefront (OBJ) input files, but the plan is to expand that list in the future. A new way of opening models within the app by means of simply scanning a QR code aims to make it easier and faster to engage with potential users. In this presentation we will look into the capabilities of the app, ways for everyone to utilize their own models, and the potential this holds for conferences and education.

How to cite: Wieczoreck, B.: Putting geomodels in everyone's hands - An app for visualizing 3D subsurface geomodels in Augmented Reality, EGU General Assembly 2024, Vienna, Austria, 14–19 Apr 2024, EGU24-18689, https://doi.org/10.5194/egusphere-egu24-18689, 2024.

15:25–15:35
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EGU24-16700
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ECS
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On-site presentation
Julia Becher, Mareike Galle, and Moritz Haenel

Beneath the surface, concealed in the darkness beneath our feet, a complex and captivating ecosystem exists, largely unbeknown to the majority of people. In an environment devoid of light, characterized by cold temperatures, limited food supply, low oxygen concentrations, and limited space, the challenge of survival is profound. The authors seek to embark players on an enthralling journey through the life of a groundwater organism (Stygobiont), exploring this fascinating and hidden ecosystem and demonstrating its dependence on decisions made above ground.

The game design follows a round-based structure where players navigate along the board, comprised of different layers representing various underground settings. Their objective is to fulfill tasks (action cards) to earn points. Aquifer organisms move within different layers, reflecting diverse aquifer structures, land use settings, and the needs of these organisms. Players assume the roles of cooperative companions, assisting stygobionts in navigating their lives. When encountering a groundwater ally, players face critical decisions addressing the stygobionts' questions: Where can they find food? How much oxygen is crucial for survival? How should they spend their day—resting, swimming, or digging? How to deal with environmental disturbances? Through the use of action cards, various environmental events impact groundwater life, including temperature shifts due to climate change, contaminant pollution from agricultural practices or urbanization, and groundwater depletion resulting from human overuse. The players' task is to make decisions that will not only benefit the organisms but also contribute to their collective mission: maintaining water purity.

The overarching goal of the project is to create an easy-to-understand board game suitable for both children and adults, playable in workshops, teaching units, or at home. The game's design not only seeks to educate players about the diversity and complexity of groundwater ecosystems but also emphasizes how human decisions and events above ground profoundly impact the underground environment. Simultaneously, players gain insights into the vital functions of groundwater ecosystems, such as water purification.

This game presentation marks the initial phase of development. Embedded in the project "Stygos-Grundwasserleben," funded by iDiv (Deutsches Zentrum für integrative Biodiversitätsforschung Halle-Jena-Leipzig), which incorporates outreach activities to engage people interactively with groundwater ecosystems, the authors aspire to raise awareness about groundwater ecology and fostering a greater understanding among players of their role in preserving this vital natural resource.

How to cite: Becher, J., Galle, M., and Haenel, M.: Stygos - A Board Game Depicting the Challenging Life of Underground Organisms, EGU General Assembly 2024, Vienna, Austria, 14–19 Apr 2024, EGU24-16700, https://doi.org/10.5194/egusphere-egu24-16700, 2024.

15:35–15:45
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EGU24-13031
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On-site presentation
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Samuele Segoni

The teaching course ‘Environmental Impact Assessment’ is included in the master’s degree (2nd cycle degree) programs of ‘Human and Natural sciences’ and ‘Geological sciences and technologies’ of the University of Firenze (Italy). The course covers a multisciplinary program, including the following topics: EIA regulations, characterization of environmental components, identification of the possible sources of interference from human activities, resulting impacts, definition of possible measures of mitigation and compensation. Given the master's degree topics, the course doeas not cover sociological, political and psichological aspects (which may be relevant during EIA procedures). As a consequence, for several years now, the course has been complemented by a role playing game session (Segoni, 2022), in which the students play the roles of different characters involveved in a public debate concerning a geothermal plant project and learn how contrasting objectives, political reasons and communication strategies (sadly) may be more important than technical analysises when taking a decision about public works. During the years, this activity has always been very successful, therefore other elements of gamification have been progressively added to the lessons of the teaching course. The gamification elements include some playful collaborative activities concieved by the teacher and some games presented at the "Games for Geosciences" session during past EGU General Assemblies, such as "Cranky Uncle" (Winkler and Cook, 2022) (used for the lesson about climate change and related impacts) and "Dirty Matters" (Burak and Van Midden, 2023) (used in place of a frontal lesson to explain soil properties, impacts and mitigation measures). Last year, almost 50% of the lessons were interested by gamification elements and two lessons were actually turned into game sessions.  

This work summarizes the gamification process, reports on the feedback received from the students, gives credit to the colleagues whose games were introduced in the course, and seeks advices from the audience to further advance the gamification process of the course.     

 

References

Burak, E. and Van Midden, C.: Dirty Matters: The Soil Game, EGU General Assembly 2023, Vienna, Austria, 24–28 Apr 2023, EGU23-17593, https://doi.org/10.5194/egusphere-egu23-17593, 2023. 

Segoni, S.: A role-playing game to complement teaching activities in an ‘environmental impact assessment’teaching course, Environmental Research Communications4(5), 051003, 2022.

Winkler, B., and Cook, J. : Cranky Uncle-a multi-lingual critical thinking game to build resilience against climate misinformation, EGU General Assembly 2022, Vienna, Austria, 2022.

How to cite: Segoni, S.: Towards the complete gamification of an "Environmental Impact Assessment" MSc teaching course, EGU General Assembly 2024, Vienna, Austria, 14–19 Apr 2024, EGU24-13031, https://doi.org/10.5194/egusphere-egu24-13031, 2024.

Posters on site: Thu, 18 Apr, 16:15–18:00 | Hall A

Display time: Thu, 18 Apr, 14:00–Thu, 18 Apr, 18:00
Chairpersons: Rolf Hut, Elizabeth Lewis, Maria Elena Orduna Alegria
A.136
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EGU24-14061
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Highlight
Lisa Gallagher, Elena Leonarduzzi, and Reed Maxwell

Welcome to Hydro-E-scape, a digital hydrology escape room game that combines the thrill of escape room puzzles with the challenge of unraveling the mysteries of water. In Hydro-E-scape, your knowledge of hydrological processes becomes the key to unlocking a series of puzzles, and your ability to navigate through the aquatic realm determines your success in helping Dr. Sandy Loam and her friends through various challenges. From calibrating a conceptual hydrological model to understanding the dynamics of groundwater movement, each challenge is carefully crafted to test your hydrological knowledge in a fun and captivating way.

But Hydro-E-scape is more than just a game—it's also an engaging tool for assessing and reinforcing learning. Participants not only have to rely on their problem-solving skills, but also on the knowledge they've gained about hydrological processes. The escape room style game provides a unique way for individuals to apply theoretical concepts in a practical context, solidifying their understanding while enjoying the excitement of the adventure.

We will discuss how this game-based approach for teaching and assessment has been used and what we have learned so far. Come dive into Hydro-E-scape and put your hydrological knowledge to the test!

How to cite: Gallagher, L., Leonarduzzi, E., and Maxwell, R.: Hydro-E-scape: A digital adventure in Hydrology for learning and assessment, EGU General Assembly 2024, Vienna, Austria, 14–19 Apr 2024, EGU24-14061, https://doi.org/10.5194/egusphere-egu24-14061, 2024.

A.137
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EGU24-1742
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ECS
Laura E. Coulson, Konstantinos Lekkas, Cristina Morar, Lucia Matei, and Eva Feldbacher

In this age of fast-paced digital media, it is easy for scientific misinformation to propagate. The understanding of how scientific knowledge is created and evolves, a skill called civic science literacy, is critically important for the public. It gives people the tools to better understand how scientific knowledge changes over time and be better able to critically assess what is presented in the media (media literacy). This is especially important in the context of climate change science. However, many of the critical concepts of science literacy (i.e. peer review process, dynamic nature of scientific knowledge) are difficult to communicate. So many learning objectives need to be accomplished by traditional schooling that complex, interdisciplinary topics like scientific literacy have fallen to the wayside. Recognizing the need for innovative approaches, our SCIBORG project aims to develop science literacy skills through a fun and educational board game. Games are becoming a popular way to tackle complex topics as they can put the user in a first-person scenario, allowing them to engage fully in a situation. Additionally, games are fun and interactive and are an excellent way to engage youth and adults for informal educational purposes.

As part of the SCIBORG project, we will create a youth-oriented board game to convey selected concepts of scientific work and foster some of the skills required for science literacy in a fun, interactive, and inclusive way. The board game will specifically address these topics from the perspective of environmental science; however the science literacy skills gained can be used in any field. The board game will be co-created with youth and youth educators in several partner countries in Europe through a variety of workshops and play-testing events. It will be disseminated as a print and play board game and an online application.

How to cite: Coulson, L. E., Lekkas, K., Morar, C., Matei, L., and Feldbacher, E.: The science literacy board game: a new tool for improving science literacy with informal youth education (SCIBORG), EGU General Assembly 2024, Vienna, Austria, 14–19 Apr 2024, EGU24-1742, https://doi.org/10.5194/egusphere-egu24-1742, 2024.

A.138
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EGU24-2605
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David Crookall

Geogames have huge potential to enhance learning, but a crucial aspect often overlooked is the debriefing process. Debriefing, a reflective discussion during and/or following the game, allows players to consolidate their understanding of the concepts explored, reflect on their strategies and decisions, and identify areas for improvement. This reflective process plays a pivotal role in maximizing the learning outcomes of geogames, helping players acquire knowledge and develop critical thinking and problem-solving skills. Additionally, debriefing encourages a collaborative learning environment, where players can deepen relationships while they share insights and build a stronger understanding of geoscience concepts. By incorporating a structured debriefing session into the geogame experience, educators and researchers can significantly enhance the learning outcomes.  (Shortened and modified version of a paragraph generated by Bard.)

That is the (rather bland) theory, but the practice is not easy, either to design or to facilitate.  My poster will present some of the practical aspects of debriefing.  We can also chat about the intricacies, about any challenges that you have faced or about ideas for debriefing your geogame or geosimulation.  We can also debrief a difficult debriefing that you experienced.  I will also give you the link to a downloadable 100-page chapter on the topic.

How to cite: Crookall, D.: How to debrief geo-simulation/games: Some ideas and actions to make your debriefing more effective, EGU General Assembly 2024, Vienna, Austria, 14–19 Apr 2024, EGU24-2605, https://doi.org/10.5194/egusphere-egu24-2605, 2024.

A.139
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EGU24-1593
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ECS
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Highlight
Brian Nalumenya, Matteo Rubinato, Michael Kennedy, and Jade Catterson

Increased urbanisation and inadequate awareness have affected the availability and subsequent use of freshwater resources in Uganda. Education can play a crucial role in providing support to and training for students on sustainable water use, both at home and at school. Thus, this research assesses the current state of Ugandan education on this subject, by identifying the water-related topics currently featured in the curriculum at different class levels, using questionnaires distributed in four schools. An initial trip to Uganda was made in June-July 2022 (see. Figure 1) to visit schools, deliver questionnaires and gain a deeper understanding of the Uganda National Curriculum on water resources. Two of the schools are located in urban areas, and the other two in rural areas. The locations were specifically selected in an effort to ascertain how students in urban and rural areas behave towards and manage water usage and resources due to the differing context in location.

Three separate questionnaires were designed for collecting responses from primary school pupils, secondary school students and teachers. Descriptive and thematic analysis were adopted to analyse the results. The results revealed that water sustainability topics are delivered in the science curriculum at primary level, as opposed to geography at secondary level, suggesting that there is discontinuity of water-related topics within different taught subjects. Furthermore a lack of integrated practical teaching was discovered within the courses currently taught in Ugandan schools. Therefore, in order to contribute to this knowledge-gap, three games, namely i) Water Conservation Snakes and Ladders (WCSL), ii) Water Awareness Quartet Cards (WAQC) and iii) Water Pollution Puzzle (WPP) were designed with the aim to create new material that can be utilised by schools to increase awareness of students on water resource management. A second trip was made to Uganda in July-August 2023 to four additional schools where students were introduced to and able to test the appropriateness of the games as and engaging tool for learning (Figure 2).

The impact of the games on student learning was measured by analysing pre-test and post-test questionnaire responses. The average score between a pre-test and a post-test of WAQC increased by 25% and it was the highest average score compared to 18% in WCSL and 14% in WPP. This indicates that the games significantly improved student learning on topics linked with the management and use of water resources. Furthermore, the results revealed that more water-related topics should be included in lower primary level Social studies lessons. An academic year in Uganda for example, runs from January to December and is divided into three (I, II and III) academic terms and it was found that in the academic term II, water-related topics are missing in primary three, four, five and six in the Science lessons. Finally, this study recommends that the Ugandan government integrate game-based learning as a teaching approach in Ugandan schools to increase student awareness of water resource management. Evidence shows that this teaching technique can positively shape knowledge and practice for school students. 

How to cite: Nalumenya, B., Rubinato, M., Kennedy, M., and Catterson, J.: Game-based learning: addressing curriculum gaps in water management education in Ugandan schools , EGU General Assembly 2024, Vienna, Austria, 14–19 Apr 2024, EGU24-1593, https://doi.org/10.5194/egusphere-egu24-1593, 2024.

A.140
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EGU24-1785
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ECS
Hanna Pfeffer and Martin Mergili

Landslides of variable type and magnitude manifest in different forms ranging from gradual, small-scale processes to abrupt, monumental events. These scenarios pose challenges for direct observation in educational contexts. Consequently, the common practice in the realm of science and hazard communication involves the presentation of numerical process simulations. Elevating interest in landslide processes – potentially supporting geoeducation in general and risk awareness building in particular –  strongly relies on expressive visualizations of these simulation outputs. Game Engines (GE) are versatile, modular software frameworks specifically dedicated to the creation of captivating audio-visual experiences. We seek to develop a user-friendly workflow for the creation of virtual reality (VR) landslide experiences. This approach is facilitated by the interoperability functionalities of the simulation tool r.avaflow with 3D software and the Game Engine Unreal Engine 5 (UE5). We present a custom software template for the implementation of gameplay features with UE5.

Our conception of an immersive, interactive VR experience comprises the representation of the environment and dynamic geomorphological process, intuitive player movement, and object interactions conveying an educative storyline. Customized gameplay elements are implemented via the Blueprint Visual Scripting system, a proprietary node-based algorithm editor specific to Unreal Engine. The following gameplay elements are incorporated:

  • Level design: The introduction of static landscapes into VR experiences, relies on elevation maps and surface textures derived from geospatial datasets. Landslide representations are imported based on presimulated process scenarios using the open-source mass flow tool, r.avaflow. Simulation results are seamlessly integrated as animated static meshes through automatically generated Python scripts. Spatialized soundscapes, orchestrated through Blueprints, enhance the immersive experience.
  • Player Movement: A realistic feeling is achieved by allowing the character to navigate the environment via Smooth Locomotion. The movement types walking, flying, sprinting, and jumping are supported.
  • Object Interactions: A grab system designed for arbitrary object models (meshes), incorporating hand animations and collision settings, enables users to pick up items strategically placed in the scene. Tailored Blueprints facilitate the definition and triggering of custom events, represented by animations (e.g. the release of a landslide).
  • Menu: A graphical user interface offers options for restarting or exiting the VR experience, along with language selection.

The developed template enhances the UE5 VR Template and is specifically tailored for geoscientists without prior game development experience. It addresses the requirements of applications in geoeducation and serious games. The incorporated functionalities are designed as generic gameplay elements, making them adaptable to diverse contexts beyond landslide education. Built on the OpenXR framework, the template supports platforms such as Oculus Touch, HTC Vive, Windows Mixed Reality, and Valve Index. The final version will be accessible for free through the EPIC Games Launcher, accompanied by a concise workflow guideline.

Acknowledgement: This work is part of the project "Moving mountains - landslides as geosystemservices in Austrian geoparks" (ESS22-24 - MOVEMONT) funded through the Earth System Sciences programme of the Austrian Academy of Sciences.

How to cite: Pfeffer, H. and Mergili, M.: Level Up Learning: A User-Friendly Game Engine Template for Virtual Reality Landslide Experiences, EGU General Assembly 2024, Vienna, Austria, 14–19 Apr 2024, EGU24-1785, https://doi.org/10.5194/egusphere-egu24-1785, 2024.

A.141
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EGU24-4047
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ECS
Maria Vittoria Gargiulo, Gordon Woo, Raffaella Russo, Ferdinando Napolitano, Ortensia Amoroso, Bruno Massa, and Paolo Capuano

Italy, with its complex geological profile, faces significant seismic and volcanic hazards, particularly in the Campania region (Southern Italy). Here, the Campi Flegrei caldera, one of the most hazardous active volcanoes in the world, is located in a highly densely populated area close to the city of Naples. The caldera, thus, poses unique challenges with its submerged volcanic features, hydrothermal activity, and bradyseismic phenomena, including recent reports of inflation around Pozzuoli and increased seismic activity.

Recognizing the importance of public awareness, especially among the younger generation, serious games that blend serious and playful elements emerge as innovative tools for science communication. These games actively involve participants, making learning more engaging. Parallelly, incorporating downward counterfactual analysis in risk assessment enhances disaster preparedness by considering how situations could have been worse. This approach finds application in addressing extreme natural risks like volcanic eruptions.

To raise awareness, a democratic and egalitarian role-playing game was designed, providing an interactive and instructive experience. Participants engage in a roundtable of Counterfactuals in the Negative, imagining historical volcanic eruptions with worse outcomes, enhancing individual risk intelligence.

An evaluation protocol has been developed to assess the impact of this experience on risk perception, with this presentation focusing on the outcomes of the 2023 edition of "Futuro Remoto," where almost 200 participants joined the game.

This work has been supported by CORE ("sCience and human factor for Resilient sociEty") project, funded by the European Union’s Horizon 2020 - research and innovation program under grant agreement No 101021746.

How to cite: Gargiulo, M. V., Woo, G., Russo, R., Napolitano, F., Amoroso, O., Massa, B., and Capuano, P.: Exploring Risk Perception through a game of Downward Counterfactuals , EGU General Assembly 2024, Vienna, Austria, 14–19 Apr 2024, EGU24-4047, https://doi.org/10.5194/egusphere-egu24-4047, 2024.

A.142
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EGU24-11214
Antonin Berthelot, Noel Baker, Philippe Demoulin, Ghislain Franssens, Didier Fussen, Pierre Gramme, Nina Mateshvili, Didier Pieroux, Sotiris Sotiriadis, and Emmanuel Dekemper

ALTIUS (Atmospheric Limb Tracker for the Investigation of the Upcoming Stratosphere) is an atmospheric limb mission being implemented in ESA's Earth Watch programme and planned for launch in 2026. The primary objective of the mission is to measure high-resolution stratospheric ozone concentration profiles. The Royal Belgian Institute for Space Aeronomy (BISA) is responsible for the development of retrieval algorithms for ALTIUS.

In remote sensing, retrieval algorithms use the spectroscopic measurement data to determine atmospheric species concentrations. While being a crucial aspect of remote sensing, they are most often unknown to the public.

On top of its scientific activities, BISA is also regularly involved in scientific outreach activities, including its own open doors days. In this framework, a video game in the form of an interactive ozone retrieval application was developed by the scientists. The user replaces the retrieval algorithm and tries to figure out the shape of the stratospheric ozone density profile using measured data. It is used to explain to the public the principle of atmospheric ozone density retrievals and in particular the concept of stellar occultation.

Components typical of video games were added to make it more entertaining: a score is calculated based on the accuracy of the retrieved profile and the score is added to a wall of fame.

So far, the game was used during BISA’s and ESA’s open doors days as well as during a scientific conference (Limb Workshop) held in Brussels. Several scientists involved in teaching to university-level students also showed their interest for such tools.

A demonstration of the game will be performed and feedback from the various events where it was used will be given.

How to cite: Berthelot, A., Baker, N., Demoulin, P., Franssens, G., Fussen, D., Gramme, P., Mateshvili, N., Pieroux, D., Sotiriadis, S., and Dekemper, E.: Remote Sensing: a stellar occultation video game based on ALTIUS, EGU General Assembly 2024, Vienna, Austria, 14–19 Apr 2024, EGU24-11214, https://doi.org/10.5194/egusphere-egu24-11214, 2024.

A.143
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EGU24-12424
François Dulac and the Climate Tick-Tock Team

Feeling the need for an interactive tool to make the human-induced climate change more tangible to the broad public, climate scientists from LSCE proposed to develop an educative game to raise middle and high school student awareness. A serious and educational, cooperative board game for up to 5 players, named ClimaTicTac (https://climatictac.ipsl.fr), has been created at IPSL with the help of ASTS, a scientific outreach association. This presentation describes the game mechanics and diffusion strategy.

The game is adapted to all players with good reading and abstraction capabilities (≈10+ years). It simulates essential processes related to climate change and associated impacts, mitigation, and adaptation. It is based on a world map including 30 cities vulnerable to climate change, which may become uninhabitable following damage accumulation, a timescale showing the rounds of play throughout the century, and a CO2 atmospheric concentration scale. Randomly drawn cards describe initial scenarios, and hazards and possible positive actions affecting CO2 emissions and three categories of damages to cities (on health, food, or infrastructures). To win the game, players must reach a double objective, with thresholds depending on the game difficulty level, on atmospheric CO2 concentration to limit global warming and on the number of cities rendered unliveable. Optional fun challenges (drawing, mime, word-of-mouth) are randomly proposed to counteract eco-anxiety. Rules have been designed to help players feel the climate change impact at both global and local levels, and realize the importance of early reduction of CO2 emissions, of collaboration for optimizing action strategies, and of inequalities in exposure to impacts. The game fully relies on current knowledge and realistic events, and the project team has been awarded the CNRS medal for scientific outreach.

The game has first been distributed by local authorities for open-licence use in middle schools. Science animators can carry game sessions for teenagers and adults, followed by discussions on climate change. Middle and high school teachers may also be trained. The game content has been translated into Catalan, English, Portuguese and Spanish (new translations welcome), and is available for self-printing and non-commercial use.

Following success towards a variety of public, the board game has been slightly adapted as a family game by Bioviva Editions for distribution in France, Belgium, Switzerland and Canada under the name Climat Tic-Tac (https://www.bioviva.com/fr/bioviva-famille/169-362-climat-tic-tac.html), including a semi-cooperative game option with lobbies. In addition, Climat Tic-Tac has been adapted by the association Games for Citizens as an electronic game available online on the Ikigai video game platform (https://ikigai.games/games/gameDetails/105). Challenges consist in quiz, gap-fill or timeline questions. Several connected players can share a game but a single player can simulate several players. Additional university-level educational content will be linked and an English video version named Climate-Tick-Tock is planned.

Finally, a multidisciplinary research project (EVABIO) is underway involving high school teenagers to investigate the impacts of play sessions. Integrating social psychology and experimental economics, it aims to analyze changes in explicit and implicit attitudes, transformations in social representations, enhancements in knowledge, and the extent to which the game influences pro-environmental behaviors.

How to cite: Dulac, F. and the Climate Tick-Tock Team: Climate Tick-Tock: sparking climate action through a cooperative and educational game on climate change in the 21st century, EGU General Assembly 2024, Vienna, Austria, 14–19 Apr 2024, EGU24-12424, https://doi.org/10.5194/egusphere-egu24-12424, 2024.

A.144
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EGU24-17108
Rebekah Hinton and Kenneth Loades

Introducing 'WellPlaced,' an interactive and collaborative game designed as a unique tool for illustrating the intricate dynamics of land and water management, with a specific focus on the context of Malawi. Played on a hexagonal board, 'WellPlaced' revolves around the vital task of meeting the requirements of population centres, depicted as ‘villages’. Each village demands access to sanitation and water for health maintenance, requiring players to manage their finances, generated through agricultural activities on ’farm tiles’. The spatial component of the game reflects the spatial dynamics of land and water management, particularly regarding availability of water resources and risk of contamination. For example, all villages must be within an appropriate distance of water and sanitation facilities, but latrines cannot be placed adjacent to water-points. As the game progresses and the population grows, increasingly quicker, navigating the growing pressures on land and water use becomes even more challenging.

As players convert tiles to meet these requirements, they confront random environmental hazards including floods, droughts, waterborne disease, and contamination, with player decision making influencing the likelihood of encountering such challenges. For example, removing forest tiles, freeing up their valuable, riverside hexes as well as returning a small amount of money for ‘selling the lumber’, adds more flood risk cards to the pack, increasing the chance of players encountering more flooding. The probabilistic nature of such events helps to communicate risk in an engaging format. The ‘out of sight, out of mind’ nature of groundwater necessitates innovative and creative methods to explore and communicate groundwater challenges and management options effectively. Alongside random environmental hazards, overuse of groundwater can deplete the aquifer represented in the game, drawing attention to considerations of sustainable groundwater use.

Players must work together to navigate the needs of the growing population, keeping their population healthy throughout multiple rounds. Each player adopts a role, representing a stakeholder within the nexus and prompting conversations about different agendas and skillsets within land and water management decision making. Each game involves an engineer, sanitation officer, teacher, and farmer, each having specific capacities and skills. For example, water and sanitation management education programmes can be facilitated by the teacher, providing innovative solutions to problems experienced in the game.  

'WellPlaced' not only provides an engaging platform for understanding the complexities of land and water management in Malawi but also fosters collaborative conversations among players, representing various stakeholders, and serves as an innovative tool for exploring sustainable solutions and challenging decision-making scenarios.

How to cite: Hinton, R. and Loades, K.: WellPlaced: Cooperatively navigating challenges to land and water management to reach SDG6, EGU General Assembly 2024, Vienna, Austria, 14–19 Apr 2024, EGU24-17108, https://doi.org/10.5194/egusphere-egu24-17108, 2024.

A.145
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EGU24-21654
Eduardo Rico Carranza

Over the last few years, the development of games for the engagement of communities in planning and the understanding of geological processes has increased in scope and ambition. Working from the perspective of planning and landscape design, Landscape Urbanism at the Architectural Association proposes a combination of physical and virtual environments to explore how games can help engage communities learn about complex legislative processes. Through game testing and site development, the course proves how settings offer an enriched virtual and digital experience and drive audiences of several ages into the same playing space, hence serving the purposes of informing as well as binding across age groups. The presentation shows two project cases which combine highly crafted board games with projective mapping and 3D simulation of real-world environments to bring people in contact with neighbourhood planning as well as food policy. The projects are developed through extensive research on the current planning framework, mapping techniques, game testing, bespoke crafting of board game tables and techniques to enhance the digital game experience through Godot or Unreal Engine. Testing these games in two real-life environments showcased both the limitations of the approach as well as the unexpected potential of this type of approach as part of a process of participatory planning.  

How to cite: Rico Carranza, E.: THE WORK OF LANDSCAPE URBANISM: Using digitally enriched board games to engage communities in UK planning , EGU General Assembly 2024, Vienna, Austria, 14–19 Apr 2024, EGU24-21654, https://doi.org/10.5194/egusphere-egu24-21654, 2024.

Posters virtual: Thu, 18 Apr, 14:00–15:45 | vHall A

Display time: Thu, 18 Apr, 08:30–Thu, 18 Apr, 18:00
Chairperson: Christopher Skinner
vA.29
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EGU24-6418
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ECS
Ítalo Sousa de Sena, Micael da Silva e Sousa, and Chiara Cocco

This study presents the development of three analogue games as engagement tools for citizen participation in climate action. Our serious games (purpose beyond entertainment) were designed to communicate the intricate parts of climate adaptation and society, where negotiation and mechanisms play a role. We applied modern board game mechanisms (e.g., set collection, action points, etc.) that synthesised the Minecraft-like mechanics of moving and transforming resources over an orthogonal/voxel grid system. Our design approach connected analogue to digital games, preparing for hybrid approaches and delivering flexible game-based solutions like print & play versions that are easy to produce and adapt for different uses. The games require printing coloured A4 sheets of paper, 1cmx1cm coloured cubes, dice (D6), and one timer (e.g., smartphone).  The three games work as steps of a collaborative planning process. The first game (G1) delivers an ice-breaking exercise based on frenetic negotiations (Happy Village), the second game (G2) challenges the players to establish collaborative decision-making (Flooding game), the third game (G3) introduces the concept of semi-cooperation since each player as a hidden goal (Craft my Agenda). The games’ sequence optimises the learning process of the rules since each game departs from the previous one.  Happy Village (G1) is a competitive card game where negotiation is the core mechanic. Players must exchange cards among themselves to have options that allow them to deal with the flooding risk in their villages. The Flooding game (G2) is a fully cooperative board game where players collaborate to manage and allocate actions to change the coastal occupation and build flooding defences. Craft-my-Agenda (G3) is a semi-cooperative board game where each player has a secret agenda/role. Players can only achieve their goals by negotiating and collaborating with other players to design a climate action plan for a coastal area. We tested the game prototypes with different audiences (children and adults of different backgrounds, including teachers) and observed the results. Participants grasped G1 almost immediately, requiring 5 minutes to learn the rules. After playing the G1, players came up with several strategies that were possible despite the first perspective that water was a negative resource. G1 gameplay promoted bursts of excitement during the negotiation dynamics. In G2 and G3, excitement was noticed in specific moments of uncertainty. G2 was more complex and strategic because it requires a plan to deal with the increasing impact of flood. The collaboration was transversal to all playtesting groups. Players discussed their decisions, considering overall strategies before making any moves. Other groups discussed decisions while playing. Although the game was more complex, the repetition of turns and the challenge progression reduced the playability difficulty. In G2 and G3, the role of the game facilitator was crucial to support the gameplay. The flooding and uncertainty stress engaged the players. G3 was the game that confused the players more because of the hidden information and the competition. Players could not help each other directly and clearly. Despite this difficulty, participants considered G3 as that better simulated the political dimensions.

How to cite: Sousa de Sena, Í., da Silva e Sousa, M., and Cocco, C.: Serious Games for Climate Action: Designing Analog Engagement Tools for Citizen Participation, EGU General Assembly 2024, Vienna, Austria, 14–19 Apr 2024, EGU24-6418, https://doi.org/10.5194/egusphere-egu24-6418, 2024.