Integrating Ocean Literacy Through a Locally Contextualized Dobble-like Card Game: An Exploratory Classroom Implementation

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2025Department
Tecnologías del Medio AmbienteSource
Sustainability (Switzerland) - 2025, Vol. 17, n. 23, pp. 1-17Abstract
The accelerated loss of biodiversity and the limited integration of ocean literacy into school
curricula highlight the urgent need for innovative approaches in Environmental Education
for Sustainability (EES). This study presents the design and classroom implementation
of Marine Dobble, a gamified educational activity inspired by the popular card game
Dobble®, adapted with illustrations of marine species from the Andalusian coast (Spain).
The objective was to explore the feasibility of this tool to foster knowledge, awareness, and
commitment toward marine biodiversity conservation among secondary school students.
The intervention was carried out in five 1st-year ESO classes (n = 110, ages 12–13) in Cádiz,
Spain, during a one-hour workshop facilitated by an environmental educator. A qualitative exploratory design was employed, using group-level observation notes to document
participation, reactions, and emergent learning evidence. The activity combined fast-paced
gameplay with five reflective pauses addressing key topics: marine habitats, species adaptations, scientific curiosities, environmental problems, and personal commitment. Findings
indicate high levels of engagement and participation, with frequent emotional and cognitive responses to novel content such as the ecological role of microalgae and the existence
of marine plants. Students progressively incorporated scientific vocabulary and proposed
actions for ocean conservation, including reducing plastic waste and promoting sustainable
consumption. Differences among groups underscored the relevance of teacher involvement and classroom context for implementation success. Overall, the study suggests that
contextualized gamification combined with reflective dialogue is a feasible and promising
approach to integrate ocean literacy into secondary education.
Subjects
ocean literacy; environmental education; gamification; biodiversity; marine conservationCollections
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