Articles | Volume 9, issue 3
https://doi.org/10.5194/gc-9-331-2026
https://doi.org/10.5194/gc-9-331-2026
Research article
 | 
03 Aug 2026
Research article |  | 03 Aug 2026

Finding Gaia: exploring climate change through gamification

Maria Vittoria Gargiulo, Raffaella Russo, and Paolo Capuano

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Cited articles

Albertazzi, D., Ferreira, M. G. G., and Forcellini, F. A.: A Wide View on Gamification, Technology, Knowledge and Learning, 24, 191–202, 2019. 
Algan, Y., Cohen, D., Dovoine, E., Foucault, M., and Stantcheva, S.: Trust in scientists in times of pandemic: Panel evidence from 12 countries, P. Natl. Acad. Sci. USA, 118, e2108576118, https://doi.org/10.1073/pnas.2108576118, 2021. 
Anuradhani, N., Yatigammana, K., and Wijayarathna, G.: Defining gamification: a systematic literature review for developing a process-oriented definition, Journal of Multidisciplinary and Translational Research (JMTR), 9, 66–85 https://doi.org/10.4038/jmtr.v9i1.6, 2024. 
Besley, J. C. and Tanner, A. H.: What science communication scholars think about training scientists to communicate, Sci. Commun., 33, 239–263, 2011. 
Brossard, D. and Nisbet, M. C.: Deference to scientific authority among a low information public: Understanding US opinion on agricultural biotechnology, Int. J. Public Opin. Res., 19, 24–52, 2007. 
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Understanding climate change is essential, but engaging students can be challenging. Our study investigates how gamification can enhance learning through Finding Gaia, a virtual treasure hunt where participants solve climate and geophysics-related challenges. The results show increased awareness, motivation, and knowledge retention, demonstrating that game-based learning can make complex scientific topics more accessible, engaging, and impactful.
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