1 Development and Evaluation of an Android Game in Raising Awareness of Climate Change: Your Decisions Matter Centro Escolar University, School of Science and Technology Eloriaga, Dan Michael A. and Flores, Joever Joseph C. Research Adviser: Engineer Crystalynne Cortez II. BACKGROUND OF THE STUDY Abstract—The purpose of this research was to raise awareness of climate change and find out if a mobile game can be an effective tool. To evaluate the effectiveness of “Your Decisions Matter” to raise awareness of climate change, it was tested and evaluated by fifty (50) first year college students of School of Science and Technology of Centro Escolar University. The first phase of the evaluation procedure was to determine the level of awareness of the respondent. Significant findings suggest that most of the respondents are aware of climate change and that most of the respondents are also aware of the school’s programs and efforts to raise awareness of climate change but chose not to participate in any of the programs. The second phase of evaluation procedure was to test the developed mobile game “Your Decisions Matter”. The third phase was to evaluate the game in terms of its userfriendliness and effectiveness. As concluded by the respondents, the developed mobile game was an effective tool in raising awareness of climate change. Keywords—climate change, mobile game, Centro Escolar University, School of Science and Technology It may not be seen nor be felt but the invisible force that is threatening the life of all living creatures is real and is happening in all four corners of the world. Climate Change, as people may know it, is taking place. With this in mind, the researchers envisioned the game. Your Decisions Matter is an interactive game that enlightens the current generation to act and save the world no matter how little that act of morality is. The game features different scenarios that have a time limit and could test the user’s knowledge, and ability to think and to decide. During the course of the game, the player will be given specific scenarios about environmental issues that come with important choices. The outcome of the player’s decision will be revealed by the end of the game. The game also featured tips on how players themselves can reduce the effects of climate change. The game was created using Unity game engine and packaged as an Android application, available for Android devices. III. STATEMENT OF THE PROBLEM I. INTRODUCTION T HE United States Environmental Protection Agency confirmed that global warming is mostly caused by human interference, specifically the release of the excessive amount of greenhouse gases (Karl et al., 2014). Greenhouse gases warm the Earth by absorbing energy and slowing the rate at which the energy escapes to space; they act like a blanket insulating the Earth (EPA, 2015). Since the start of the industrial era (about 1750), the overall effect of human activities on climate has been a warming influence. The human impact on climate during this era greatly exceeds that due to known changes in natural processes, such as solar changes and volcanic eruptions (Forster et al., 2007). The main target of the study was to educate the youth and help them realize that their decisions matter to help reduce climate change through the use of a mobile game by showing the possible environmental effect of each decision they make in a certain scenario. The study aimed to develop and evaluate an educational Android game that will educate, inform and raise awareness about the effects of actions resulting to climate change. Specifically, it aimed to answer the following: 1. What is the level of awareness of the respondents about: 1.1. climate change? 1.2. environmental programs of the school? 2. What is the perception of the respondents about the use of mobile games to raise Climate Change awareness? 3. How would the respondents evaluate the developed game in terms of: 3.1 user-friendliness? 3.2 effectiveness as a tool to raise awareness of climate change? IV. RELATED STUDIES A study from University of San Jose in Cebu revealed that the temperature and sea water level are slowly rising according to the Intergovernmental Panel on Climate Change first 2 assessment report in 1990. The price increase of goods brought upon by calamities has affected the Philippines’ economy. This has aggravated rural poverty and has lowered living standard of the vulnerable group. Destruction of natural resources has made the people prone to disasters especially those residing in lowlying and coastal areas. The government has been formulating policies like the creation of mitigating laws in response to these problems. These include the R.A 9729 or the Philippine Climate Change Act of 2009 and R.A. 9003 or the Ecological Solid Waste Management Act of 2000. However, effective implementation of these laws has become a challenge for the government because of people’s lack of awareness. The researchers suggested that an effective mitigation plan must be formulated and effectively implemented supportive to sustainable development (Bendijo et al., 2012). A study in Columbia University entitled “Public Understanding of Climate Change in the United States” showed a widespread consensus that climate change was occurring among scientists, while the awareness of climate change was still far less prevalent among the general public in countries such as the U.S.. Given that many policies to mitigate climate change rely on public support and engagement in order to succeed, it is important to understand factors that shape beliefs about climate change among the people, especially the children who represent the future. Studies have been conducted for understanding people’s ideas of global warming and environmental education (Weber et al., 2011). A research conducted in Bronx Community College revealed that students found a direct connection between themselves and the issue of climate change and how it can impact their future lives (Mazzatenta, 2008). While in Dokuz Eylül University in Turkey, a research paper entitled “Senior Secondary Indian Students' Views About Global Warming, and their Implications for Education” conducted a quantitative study based on a questionnaire to determine senior secondary students' views about how useful various specific actions in reducing global warming might be, and their willingness to undertake these various actions. The findings indicated that this cohort of Indian students exhibited high levels of concern about global warming and a willingness to act to reduce it. Individuals’ informed lifestyle choices may help reduce global warming, but they do need some understanding of this phenomenon and the factors that contribute to it. Therefore, there is a significance of showing relative knowledge in an appropriate manner. For understanding how to enhance learning experience of environmental education, feedback from students suggested they prefer live presentation and engagement, among other interactions (Chhokar et al., 2012). Computers these days are very important as a medium for learning, that is why, a study entitled “Comparing the Effects of Mobile Computers and Traditional Approaches in Environmental Education” emphasized that environmental educators who compete for attention and face new challenges in an age of mobile devices, have begun to explore the opportunities that mobile computers may offer in supporting environmental learning experiences. The study investigated the impact of a mobile guide system on different parameters of environmental literacy in comparison to traditional instruments of environmental education (i.e. brochure, human guide) (Ruchter et al., 2010). According to a study by Yang Research Group in Purdue University of Indianapolis, a detrimental effect on learning when social elements are used in educational video games is possible. The chain of causality is as follows: social elements in a game increase cognitive load, cognitive load can heighten flow state, and heightened flow state can interfere with knowledge acquisition. The authors did not expect to discover this relationship and present it here for further consideration and analysis by the game-based learning community. The pattern, if further validated by empirical research, has the potential to disrupt many assumptions under which researchers and practitioners of game-based education operate (Chen et al., 2013). V. METHODOLOGY A. RESEARCH DESIGN Descriptive research method was used in this study to accurately determine the level of awareness of the participants in the study. Developmental research method was used to translate the design and concepts into an interactive game. Experimental research method was used to discover more ideas and evaluation fresh from the end-user. Survey method was used to a number of fifty (50) first year college students from School of Science and Technology from Centro Escolar University in Manila. B. SOURCES OF DATA For this study, the researchers conducted a survey for fifty (50) first year college students from School of Science and Technology of Centro Escolar University to answer the questionnaire. This was done to test the hypothesis. The data were gathered from the results of evaluation using surveys completed by the respondents/testers of the game. C. SAMPLING TECHNIQUE USED Purposive sampling technique was used to come up with fifty (50) first year college students from School of Science and Technology of Centro Escolar University as respondents for the study. In order to compute the Mean and Standard Deviation, the researchers used the formula as shown in Figure 1: Fig. 1 Formula Used to Compute the Mean and Standard Deviation 3 D. RESEARCH INSTRUMENT USED A game about climate change awareness was developed prior to survey for evaluation of its effectiveness. The questionnaire used was composed of three (3) main parts: Part 1 included the questions regarding climate change awareness and the programs of the school. Five questions were given answerable by Yes or No. This was interpreted using Frequency Distribution Table. Part 2 included the questions regarding the perception of the respondent regarding mobile games as a tool to raise climate change awareness. Five (5) questions were given answerable by Yes or No. This was also interpreted using Frequency Distribution Table. Part 3A included the evaluation of the game in terms of its user-friendliness. Part 3B included evaluation of the game in terms of its effectiveness. Both interpreted using a table that display the Mean, Standard Deviation and the verbal interpretation of the answer. The Mean was interpreted to verbal interpretation as follow: 4.5-5 – Strongly Agree, 3.5-4.49 Agree, 2.5-3.49 Neutral, 1.5-2.49 Disagree, and 1-1.49 Strongly Disagree. E. DESIGN OPTIONS AND MATERIALS USED To accomplish the study, the researchers used the following applications and tools: Adobe Photoshop CC, Unity Game Engine 5.1, Unity Monodevelop, and ComiPo. For the hardware: a Graphic Tablet. Unity is a cross-platform game engine developed by the company Unity Technologies. It is used to develop video games for PC, consoles, mobile devices and websites. MonoDevelop is an integrated development environment (IDE) supplied with Unity. An IDE combines the familiar operation of a text editor with additional features for debugging and other project management tasks. Adobe Photoshop is graphic editor and was used to render 2d and 3d model and add texture. ComiPo is a free software for rendering comic characters. It was used to create comic style characters. Graphic Tablet is a Computer input device that enables a user to hand draw images. It was used similar to the way person draws images with a pencil and paper. It was also used to create models and possible scenario for the game interface. Figure 2 shows the interface of the developed mobile game, Your Decisions Matter. Your Decisions Matter was evaluated by fifty (50) students from School of Science and Technology and was concluded to be an effective tool in raising awareness of climate change. Fig. 2 User Interface of Your Decisions Matter VI. RESULTS AND DISCUSSIONS TABLE 1. LEVEL OF AWARENESS OF THE RESPONDENTS ABOUT CLIMATE CHANGE CLIMATE CHANGE AWARENESS 1. 2. 3. 4. 5. a. b. c. d. Have you ever heard of Climate Change? Do you know that Climate Change makes the Earth warmer? Do you know that humans are mostly responsible for Climate Change by extracting and burning fossil fuels such as coral or petroleum? Do you feel that the pattern of weather is generally changing like sometimes it is hotter outside than normal? Do you know at least one of these strange weather occurrences? It snowed in Sahara Desert An Island called Sandy Island near New Zealand is now gone It rained fishes in Sri Lanka Wildfires are common in country sides of Australia F (yes) 41 P 82% 41 82% 41 82% 41 82% 27 54% Table 1 Question 1 shows that forty-one (41) out of fifty (50) or eighty-two percent (82%) of the respondents answered that they have heard of Climate Change. Question 2, 3 and 4 yielded the same result. While on Question #5, only 27 of the respondents are aware of the given specific strange weather events that happened the past few years. TABLE 2. LEVEL OF AWARENESS OF RESPONDENTS ABOUT CLIMATE CHANGE CLIMATE CHANGE AWARENESS F P PROGRAMS OF THE SCHOOL (yes) 1. Does your school sets up outreach 28 56% programs like tree planting and clean up drive program? 2. Do you had a chance to participate in 20 40% one of those programs? 3. Have you attended a school seminar 27 54% that discussed Climate Change? 4. Does your school provide a garbage 43 86% segregation system? 5. Have you been asked to bring old 28 56% newspapers or used plastic bottles for recycling? Table 2 shows that majority of the respondents were aware of the school’s programs to promote environmental awareness but the number of respondents who were able to participate was significantly low. 4 TABLE 3. PERCEPTION OF RESPONDENTS OF MOBILE GAME AS A TOOL IN RAISING AWARENESS OF CLIMATE PERCEPTION OF MOBILE GAME AS A TOOL TO RAISE CLIMATE CHANGE AWARENESS 1. Mobile games can be used to raise awareness about Climate Change. 2. The use of a mobile game is capable to attract the attention of students to be interested about environmental issues like Climate Change. 3. A mobile game regarding Climate Change is beneficial for me. 4. The knowledge learned regarding Climate Change from a mobile game can be applied to real life. 5. A mobile game can change my attitude or behavior towards the environment. CHANGE F (yes) P 42 84% 40 80% 38 76% 45 90% 44 88% Table 3 shows that majority of the respondents perceive that mobile game can be an effective tool for the following: to raise awareness of climate change, attract attention of students to be interested about environmental issues like climate change, to learn regarding climate change and to change attitude towards the environment. TABLE 4. EVALUATION OF USER-FRIENDLINESS OF THE DEVELOPED GAME “YOUR DECISIONS MATTER” STATEMENT Mean S.D. V.I. 1. The game is 3.96 0.67 Agree enjoyable. 2. It is simple to use. 4.2 0.78 Agree 3. It is fun to play. 3.84 0.76 Agree 4. It is informative. 4.28 0.76 Agree 5. I am satisfied with 4.12 0.75 Agree the game. Average 4.08 0.74 Agree Table 4 presents the evaluation of the game in terms of its user-friendliness. The scale of the respondents’ evaluation was verbally interpreted as “Agree” with an average of 4.08. The average standard deviation of 0.74 means that the data points are closely clustered around the mean and that most of the respondents voted four (4) or “Agree”. TABLE 5. EVALUATION OF EFFECTIVENESS OF THE DEVELOPED MOBILE GAME “YOUR DECISIONS MATTER” STATEMENT MEAN S.D. Interpretation 1. I am more aware of 4.08 0.78 Agree Climate Change now. 2. I now understand the importance of taking 4.08 0.78 Agree good care of the environment. 3. I will now help the 3.86 0.88 environment in any Agree simple way I can. 4. I am now interested in helping with 4.0 0.97 Agree environmental issues. 5. I should strictly follow the rules to keep 4.02 0.85 Agree our environment clean and green. AVERAGE 4.0 0.85 Agree Table 5 presents the evaluation of the game in terms of its effectiveness. The scale of the respondents’ evaluation was verbally interpreted as “Agree” with an average of 4.0. The average standard deviation of 0.85 means that the data points are closely clustered around the mean and that most of the respondents voted four (4) or “Agree”. VII. CONCLUSION The developed mobile game, “Your Decisions Matter” was an effective tool in raising awareness of climate change as evaluated by the respondents. VIII. RECOMMENDATIONS More mobile games to promote awareness of climate change should be developed to attract the attention of everyone especially the ones who are not aware that each of their actions might be causing the current state of the environment especially Climate Change. The following are recommended for future enhancement and improvement of the mobile game. 1. Save button for Story Mode 2. Additional time for Trivia Mode. 3. More/Different stories for Story Mode. 4. Develop an iOS version. ACKNOWLEDGMENT Immeasurable appreciation and deepest gratitude for the help and support are extended to the following persons who in one way or another have contributed in making this study possible. 5 Engineer Crystalynne Cortez, their research adviser, for her support, advices, guidance, valuable comments, suggestions, and provisions that benefited them much in the completion and success of this study- who gave her love, care and shelter in doing this study. For sharing her knowledge and help with the analysis of data and its statistical computations. Dr. Teresita Mijares, Ms. Abegail Lajo, Engineer Jennifer Santos, Dr. Elizabeth Ayo, Dr. Thess Albufera, Mr. Felipe Aguilar, Mr. Raymond Peralta, Engineer Jose de Chavez, Ms. Haidee Valin and Dr Rosemarievic Bustamante, the experts who validated their survey questionnaires, for the support, valuable comments and suggestions that benefited them much in the completion and success of this study. Tristan Paulo Hamili, Japhet James Sta. Rita, Charlene Adaya and Renz Louie del Barrio, who gave courage and confidence to the researchers at times they need help to carry out proper research process. REFERENCES REPORTS/RESEARCHES Bendijo, J., Lucero, D., Rubino, A.: Global Warming In The Philippines: The Effects And Challenges To Its Economy, Natural Resources, And Government Policies, University of San Sebastian Recoletos Chhokar, K., Dua, S., Taylor, N., Boyes, E., Stanisstreet, M.: Senior secondary Indian students' views about global warming, and their implications for education. Science Education International, 23(2), 133--149 (2012) Karl, T. R., J. T. Melillo, and T. C. Peterson, 2009: Global Climate Change Impacts in the United States. T.R. Karl, J.T. Melillo, and T.C. Peterson, Eds. Cambridge University Press, 189 pp. Forster, P., V. Ramaswamy, P. Artaxo, T. Berntsen, R. Betts, D.W. Fahey, J. Haywood, J. Lean, D.C. Lowe, G. Myhre, J. Nganga, R. Prinn, G. Raga, M. Schulz and R. Van Dorland, 2007: Changes in Atmospheric Constituents and in Radiative Forcing. In: Climate Change 2007: The Physical Science Basis. Contribution of Working Group I to the Fourth Assessment Report of the Intergovernmental Panel on Climate Change [Solomon, S., D. Qin, M. Manning, Z. Chen, M. Marquis, K.B. Averyt, M.Tignor and H.L. Miller (eds.)]. Cambridge University Press, Cambridge, United Kingdom and New York, NY, USA pp 135 Mazzatenta, C.: Can GLOBAL WARMING heat up environmental education. The American Biology Teacher, 70(6), 342--344 (2008) Ruchter, M., Klar, B., Geiger, W.: Comparing the effects of mobile computers and traditional approaches in environmental education. Computers & Education, 54(4), 1054-- 1067 (2010) Weber, E.U., Stern, P.C.: Public understanding of climate change in the United States. American Psychologist, 66, 315--328 (2011) PERIODICALS Chen, Y., Oxenrider, M., Whittinghill, D.: How the Social Element in Game-based Learning Can Interfere with Learning Outcomes: An Examination of the Research Literature. In: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, vol. 2013, No. 1, pp. 1820-1830 (2013) Dan Michael A. Eloriaga was born in Tondo manila on August 21, 1989. He interned at Loud Panda Interactive as a Game Master in the Summer of 2015. He is expected to finish his degree in Bachelor of science in Computer Science by April 2016 from Centro Escolar University. Joever Joseph C. Flores was born in Quezon City on January 2, 1992. He interned at the Information and Communications Technology Department of Centro Escolar University as a Web Developer in Summer of 2015. He is expected to finish his degree in Bachelor of Science in Computer Science by April 2016 from Centro Escolar University.