Phytophthora cinnamomi. Nee, het is geen spreuk uit Harry Potter. Het is een microscopische wortelziekte die in stilte eikenbomen in Spanje doodt. Eiken produceren eikels die Iberische varkens voeden, de basis van een industrie ter waarde van 95 miljoen euro. Zodra de schimmel zich in de bodem nestelt, blijft hij vaak onopgemerkt tot de schade ernstig is. Maar hoe leer je mensen iets dat ze niet kunnen zien?
Door invasiebiologie om te vormen tot een digitaal leermiddel hertekent mijn onderzoek de manier waarop we plaagbestrijding en duurzaamheid onderwijzen.
Wetenschappers kennen Phytophthora cinnamomi als een van de meest destructieve plantenziektes ter wereld. De schimmel is vastgesteld in minstens vijftien mondiale biodiversiteitshotspots. Alleen al op het Iberisch Schiereiland heeft hij in de voorbije vijftig jaar meer dan dertigduizend hectare eikenbossen aangetast. P. cinnamomi staat niet alleen. Hulptroepen zoals klimaatverandering, intensieve landbouw en zelfs rivieren creëren de perfecte storm voor boeren. Tot op heden blijven de oplossingen beperkt, duur en vooral gericht op het verhogen van de tolerantie van aangetaste planten.
Maar wat als de oplossing voor deze stille verspreiding niet alleen in het laboratorium of op het veld ligt, maar ook in een spel? Een educatief spel, om precies te zijn.
In tegenstelling tot amusementsgames zijn zogenaamde serious games ontworpen om te onderwijzen en tot actie aan te zetten. Ze maken complexe systemen tastbaar en bootsen echte uitdagingen na. We weten dat spellen feiten kunnen aanleren, maar kunnen ze ook systeemdenken, probleemoplossing en duurzaamheidsreflectie bevorderen? Dat was de vraag die ik onderzocht in mijn masterproef.
Ik stelde de algemeen aanvaarde opvatting in vraag dat leren een cognitieve ladder is die van eenvoudige feiten naar complexe redenering leidt. Mijn bevindingen tonen iets anders. Misschien is dat denken achterhaald en niet langer toepasbaar in modern onderwijs. Serious games kunnen diepere cognitieve vaardigheden activeren.
Hoewel ik beperkte programmeervaardigheden had, gebruikte ik kunstmatige intelligentie om Silent Spread te ontwikkelen, een baanbrekend digitaal bordspel dat de verspreiding van P. cinnamomi simuleert en zo een nieuwe dimensie toevoegt aan mijn onderzoek. Samen met medestudenten en professoren als testspelers werd de complexe eerste versie opgesplitst in drie overzichtelijke niveaus. Op drie gestileerde Spaanse boerderijen leren spelers over het pathogeen, de verspreidingsmechanismen en de beheerspraktijken.
Het doel is eenvoudig maar veeleisend. Spelers gooien met de dobbelsteen, verplaatsen zich over de boerderij en bestrijden zoveel mogelijk infecties binnen een beperkte tijd. Elke confrontatie brengt iets nieuws. Ze kunnen trivia ontgrendelen, quizzen activeren, beheersoplossingen inzetten of onverwachte spelsituaties beleven. Voor zover ik weet is dit de eerste keer dat deze vier spelelementen tegelijk worden onderzocht, wat spelgericht leren een frisse blik geeft. Zie het als een spoedcursus plaagbestrijding, agro-ecologie en systeemdenken, verpakt in een spel.

Wanneer mensen spelen, tonen ze meer dan hun vaardigheden. Ze tonen hun manier van denken. Om dat te begrijpen combineerde ik vier analysemethoden. Ik volgde hun quizprestaties, hun spelstrategieën, hun cognitieve processen via Partial Least Squares Structural Equation Modelling (PLS-SEM) en vroeg hen om hun ervaring te bespreken via de Cognitive Sustainability Compass.
Vijfendertig studenten uit achttien landen namen deel. De meesten studeerden rurale ontwikkeling, anderen bosbouw of milieuwetenschappen in Duitsland, Slowakije of Nederland.
De resultaten brachten verschillende strategen aan het licht. Sommigen waren economisch gericht en beheerden hun middelen efficiënt. Anderen streefden ecologische doelen na door zoveel mogelijk bomen te redden. Een derde groep koos voor samenwerking om beloningen te maximaliseren en de verspreiding te stoppen.
Het gebruik van beheersmiddelen bleek de sterkste leerfactor. Dit verwijst naar hoe spelers calcium, hekken en Trichoderma spp., een biologische oplossing tegen de schimmel, inzetten. Uit het PLS-SEM-model bleek dat spelers die actief middelen beheerden beter in staat waren situaties te analyseren, kennis toe te passen en beslissingen te evalueren. Dat is belangrijk bewijs dat ervaringsgericht spel analytisch denken kan aanscherpen, een vaardigheid die cruciaal is voor het oplossen van complexe duurzaamheidsproblemen.

De meeste spellen eindigen bij de eindscore, maar mijn onderzoek ging verder. Na het spelen maakten de studenten hun eigen Cognitive Sustainability Compass. Deze reflectietool helpt spelers om de opgedane kennis te koppelen aan de drie pijlers van duurzaamheid: milieu, economie en maatschappij.
Hoewel het spel competitief was opgezet, begonnen spelers al snel samen te werken om de uitbraak in te dammen. Deze samenwerking weerspiegelt hoe echte crisissen samenwerking vereisen tussen boeren, wetenschappers en beleidsmakers, maar ook teamwork en oplossingsgericht denken in klaslokalen. “We begonnen als tegenstanders maar eindigden als teamgenoten,” zei een deelnemer.
Anderen gaven aan dat ze zich sterker verbonden voelden met rurale realiteiten en de uitdagingen van boeren. Ze zagen hoe biodiversiteit, inkomen en productiekosten met elkaar verweven zijn. Eenvoudige maar krachtige oplossingen, zoals hekken plaatsen of Trichoderma spp. gebruiken om “natuur met natuur te bestrijden”, maakten duurzaamheid tastbaar.


Wat hebben digitale spellen, invasieve wortelziektes en Iberische varkens met elkaar gemeen? Alle drie lijken uit verschillende werelden te komen, maar ze maken deel uit van een systeem dat complex en onzichtbaar is, en toch diep verbonden.
Mijn onderzoek toont aan dat digitale spellen geavanceerde denkvaardigheden kunnen activeren zonder het klassieke lineaire leerproces te volgen. Om betere educatieve spellen te ontwerpen moeten we dus verder kijken dan wat spelers leren, en onderzoeken hoe ze die kennis toepassen, zowel in het spel als daarbuiten, bijvoorbeeld bij bredere duurzaamheidsvraagstukken.
Deze vorm van interactief leren kan niet alleen in Spanje maar ook in Vlaamse klaslokalen een plaats krijgen, waar duurzaamheid en digitale geletterdheid steeds belangrijker worden.
Uiteindelijk biedt mijn masterproef een nieuw leermodel waarin serious games de toekomst van duurzaamheidseducatie helpen vormgeven, een domein dat anders vaak duur en moeilijk te onderwijzen is.
Abt, C. C. (1987). Serious games. University press of America.
Anderson, L. W., & Krathwohl, D. R. (Eds.). (2001). A taxonomy for learning, teaching, and assessing: A revision of Bloom's taxonomy of educational objectives. Longman.
Albrecht, A., & Kandji, S. T. (2003). Carbon sequestration in tropical agroforestry systems. Agriculture, ecosystems & environment, 99(1-3), 15-27.
Alhazmi, A. K., & Rahman, A. A. (2012, October). Why LMS failed to support student learning in higher education
institutions. In 2012 IEEE Symposium on e-learning, e-management and e-services (pp. 1-5). IEEE.
Altomari, L., Altomari, N., & Iazzolino, G. (2023). Gamification and soft skills assessment in the development of a serious game: design and feasibility pilot study. JMIR serious games, 11(1), e45436.
Axelrod, R. (1980). Effective choice in the prisoner's dilemma. Journal of conflict resolution, 24(1), 3-25.
Baranowski, T., Baranowski, J., Thompson, D., Buday, R., Jago, R., Griffith, M. J., ... & Watson, K. B. (2011). Video game play, child diet, and physical activity behavior change: A randomized clinical trial. American journal of preventive medicine, 40(1), 33-38.
Baker, E. L. & Mayer, R. E. (1999) Computer-based assessment of problem solving, Computers in Human Behavior, 15, 269–282.
Batson, A., & Coleman, M. (2008). CALEDON: Making a game of forest pathology to increase awareness of tree diseases, pests, and production. The Plant Health Instructor. https://doi.org/10.1094/PHI-T-2018-0814-01
Beale, I. L., Kato, P. M., Marin-Bowling, V. M., Guthrie, N., & Cole, S. W. (2007). Improvement in cancer-related knowledge following use of a psychoeducational video game for adolescents and young adults with cancer. Journal of Adolescent Health, 41(3), 263-270.
Bloom, B. S., Engelhart, M. D., Furst, E. J., Hill, W. H., & Krathwohl, D. R. (1956). Handbook I: cognitive domain. New York: David McKay, 483-498.
Bolton, G. E., & Ockenfels, A. (2000). ERC: A theory of equity, reciprocity, and competition. American economic review, 91(1), 166-193.
Boulestreau, Y., Casagrande, M., & Navarrete, M. (2023). A method to design coupled innovations for the agroecological transition. Implementation for soil health management in Provencal sheltered vegetable systems. Agricultural Systems, 212, 103752.
Boyd, R., Richerson, P. J., & Henrich, J. (2011). The cultural niche: Why social learning is essential for human adaptation. Proceedings of the National Academy of Sciences, 108(supplement_2), 10918-10925.
Boyle, E., Connolly, T. M., & Hainey, T. (2011). The role of psychology in understanding the impact of computer games. Entertainment computing, 2(2), 69-74.
Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., ... & Pereira, J. (2016). An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers & Education, 94, 178-192.
Buchanan, L., Wolanczyk, F., & Zinghini, F. (2011). Blending bloom's taxonomy and serious game design. In Proceedings of the International Conference on Security and Management (SAM) (p. 1). The Steering Committee of The World Congress in Computer Science, Computer Engineering and Applied Computing (WorldComp).
Byun, J., & Loh, C. S. (2015). Audial engagement: Effects of game sound on learner engagement in digital game-based learning environments. Computers in Human Behavior, 46, 129-138.
Calsamiglia, S., Espinosa, G., Vera, G., Ferret, A., & Castillejos, L. (2020). A virtual dairy herd as a tool to teach dairy production and management. Journal of dairy science, 103(3), 2896-2905.
Cardillo, E., Abad, E., & Meyer, S. (2020). Spatio-temporal analysis at landscape scale of the Iberian oak decline epidemic caused by Phytophthora cinnamomi. bioRxiv, 2020-03.
Carroll, J. M. (1997). Human–computer interaction: Psychology as a science of design. International journal of human-computer studies, 46(4), 501-522.
Cheung, G. W., Cooper-Thomas, H. D., Lau, R. S., & Wang, L. C. (2024). Reporting reliability, convergent and discriminant validity with structural equation modeling: A review and best-practice recommendations. Asia pacific journal of management, 41(2), 745-783.
Cheng, M. T., Chen, J. H., Chu, S. J., & Chen, S. Y. (2015). The use of serious games in science education: a review of selected empirical research from 2002 to 2013. Journal of computers in education, 2(3), 353-375.
Cardillo, E., Abad, E., & Meyer, S. (2021). Iberian oak decline caused by Phytophthora cinnamomi: A spatiotemporal analysis incorporating the effect of host heterogeneities at landscape scale. Forest Pathology, 51(2), e12667.
Coleman, M. (2017). Online game changer for tree health.
Cohen, J. (1988). Statistical power analysis for the behavioral sciences (2nd ed.). Hillsdale, NJ: Lawrence Erlbaum.
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & education, 59(2), 661-686.
Cosme Jr, L., Turchen, L. M., & Guedes, R. N. C. (2020). Insect world: game-based learning as a strategy for teaching entomology. The American Biology Teacher, 82(4), 210-215.
Czaika, E., & Selin, N. E. (2017). Model use in sustainability policy making: An experimental study. Environmental Modelling & Software, 98, 54-62.
Drachen, A., Seif El-Nasr, M., & Canossa, A. (2013). Game analytics–the basics. In Game analytics: Maximizing the value of player data (pp. 13-40). London: Springer London.
Esposito Vinzi, V., & Russolillo, G. (2013). Partial least squares algorithms and methods. Wiley Interdisciplinary Reviews: Computational Statistics, 5(1), 1-19.
de la Vega, G. J., Falconaro, A. C., Soria, L., & Corley, J. C. (2022). Integrated pest management education: a video-game to improve management of Drosophila suzukii, soft-skin fruit pest. Neotropical Entomology, 51(5), 801-807.
De Graeuwe D'Aoust, M., Dumont, B., & Maréchal, K. (2024). Quantifying agroecology learning with the SErious Game for AgroEcology (SEGAE) in a 4-hour lesson. In 15th IFSA conference.
Den Haan, R. J., & Van der Voort, M. C. (2018). On evaluating social learning outcomes of serious games to collaboratively address sustainability problems: A literature review. Sustainability, 10(12), 4529.
Dernat, S., Vollet, D., Cayre, P., Dumont, B., & Rigolot, C. (2019, June). Accompanying the collective construction of a plan for the future. The case of a collaborative and territorialized process for the actors of the PDO cheese ‘Fourme de Montbrison’(Loire, France). In Agricultural Education and Extension Tuned on Innovation for Sustainability. Experiences and perspectives, Proceedings of the 24th European Seminar on Extension and Education (pp. 18-21).
Dernat, S., Grillot, M., Andreotti, F., & Martel, G. (2025). A sustainable game changer? Systematic review of serious games used for agriculture and research agenda. Agricultural Systems , 222 , 104178.
de Rosa, F., & De Gloria, A. (2021). Design methodology of analytical games for knowledge acquisition. International Journal of Serious Games, 8(4), 3-23.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification”. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9–15). ACM. https://doi.org/10.1145/2181037.2181040
Dieterle, E., Dede, C., & Schrier, K. (2007). " Neomillennial" Learning Styles Propagated by Wireless Handheld Devices. In Ubiquitous and pervasive knowledge and learning management: Semantics, social networking and new media to their full potential (pp. 35-66). IGI Global Scientific Publishing.
Driscoll, M. P. (1994). Psychology of learning for instruction. Allyn & Bacon.
Docherty, C. W. (2020). Scoping the Potential Use of Serious Games for Public Engagement with Tree and Plant Health.
Dourmad, J. Y., Adji, K., Boulestreau-Boulay, A. L., Emeraud, L., & Espagnol, S. (2013, August). A 3D-serious game for teaching the environmental sustainability of pig farming systems. In 64. Annual Meeting of the European Federation of Animal Science (EAAP) (Vol. 19, pp. 660-p). Wageningen Academic Publishers.
Dunstan, W. A., Rudman, T., Shearer, B. L., Moore, N. A., Paap, T., Calver, M. C., ... & Hardy, G. E. S. J. (2010). Containment and spot eradication of a highly destructive, invasive plant pathogen (Phytophthora cinnamomi) in natural ecosystems. Biological Invasions, 12(4), 913-925.
Duru, M., Therond, O., Martin, G., Martin-Clouaire, R., Magne, M. A., Justes, E., ... & Sarthou, J. P. (2015). How to implement biodiversity-based agriculture to enhance ecosystem services: a review. Agronomy for sustainable development, 35, 1259-1281.
Espinosa-Curiel, I. E., & de Alba-Chávez, C. A. G. (2024). Serious video games for agricultural learning: scoping review. IEEE Transactions on Learning Technologies, 17, 1155-1169.
Esposito Vinzi, V., & Russolillo, G. (2013). Partial least squares algorithms and methods. Wiley Interdisciplinary Reviews: Computational Statistics, 5(1), 1-19.
Faber, T. J. E., Dankbaar, M. E. W., van den Broek, W., & Bruinink, L. (2024). Effects of adaptive scaffolding on performance, cognitive load and engagement in game‑based learning: A randomized controlled trial. BMC Medical Education, 24(1), Article 5698. https://doi.org/10.1186/s12909-024-05698-3
Francis, C. A., Lieblein, G., Breland, T. A., Salomonsson, L., Geber, U., Sriskandarajah, N., & Langer, V. (2008). Transdisciplinary research for a sustainable agriculture and food sector. Agronomy Journal, 100(3), 771-776.
Francis, C. A., Jordan, N., Porter, P., Breland, T. A., Lieblein, G., Salomonsson, L., ... & Langer, V. (2011). Innovative education in agroecology: Experiential learning for a sustainable agriculture. Critical Reviews in Plant Sciences, 30(1-2), 226-237.
Foppe, S., & von Wehrden, H. (2025). A leverage point perspective on serious games for sustainability transformation: a systematic literature review. Sustainability Science, 20(1), 269-286.
Gabay, M., & Rekola, M. (2019). Forests, peaceful and inclusive societies, reduced inequality, education, and inclusive institutions at all levels: Background study prepared for the fourteenth session of the United Nations Forum on Forests.
Garrity, D. P. (2004). Agroforestry and the achievement of the Millennium Development Goals. Agroforestry systems, 61, 5-17.
Gee, J. P. (2005). Learning by design: Good video games as learning machines. E-learning and Digital Media, 2(1), 5-16.
Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in entertainment (CIE), 1(1), 20-20.
Gil-Pelegrín, E., Peguero-Pina, J. J., & Sancho-Knapik, D. (Eds.). (2017). Oaks physiological ecology: Exploring the functional diversity of genus Quercus L. Cham: Springer International Publishing. Retrieved from http://link.springer.com/10.1007/978-3-319-69099-5 (Accessed April 12, 2025).
Goodison, T. (2001). The implementation of e-learning in uk higher education. In EdMedia+ Innovate Learning (pp. 613-618). Association for the Advancement of Computing in Education (AACE).
Gros, B. (2007). Digital games in education: The design of games-based learning environments. Journal of research on technology in education, 40(1), 23-38.
Guest, G., MacQueen, K. M., & Namey, E. E. (2011). Applied thematic analysis. sage publications.
Guillén-Nieto, V., & Aleson-Carbonell, M. (2012). Serious games and learning effectiveness: The case of It’sa Deal!. Computers & Education, 58(1), 435-448.
Hair, J. F., Hult, G. T. M., Ringle, C. M., & Sarstedt, M. (2021). A Primer on Partial Least Squares Structural Equation Modeling (PLS-SEM) (3rd ed.). Sage Publications.
Hair Jr, J. F., Howard, M. C., & Nitzl, C. (2020). Assessing measurement model quality in PLS-SEM using confirmatory composite analysis. Journal of business research, 109, 101-110.
Hair, J., & Alamer, A. (2022). Partial Least Squares Structural Equation Modeling (PLS-SEM) in second language and education research: Guidelines using an applied example. Research Methods in Applied Linguistics, 1(3), 100027.
Hair, J. F., Hult, G. T. M., Ringle, C. M., & Sarstedt, M. (2022). A primer on partial least squares structural equation modeling (PLS-SEM) (3rd ed.). SAGE Publications.
Hämäläinen, R. (2011). Using a game environment to foster collaborative learning: a design‐based study. Technology, Pedagogy and Education, 20(1), 61-78.
Hardham, A. R. (2005). Phytophthora cinnamomi. Molecular plant pathology, 6(6), 589-604.
Hardham, A. R., & Blackman, L. M. (2018). Phytophthora cinnamomi. Molecular plant pathology, 19(2), 260-285.
Helmberger, M. S., Lampasona, T. P., Lorenz, A. R., & Grieshop, M. J. (2022). Pest Quest: A Game of Strategy, Uncertainty, and Sticky Traps. Journal of Integrated Pest Management, 13(1), 23.
Hernandez-Aguilera, J. N., Mauerman, M., Herrera, A., Vasilaky, K., Baethgen, W., Loboguerrero, A. M., ... & Osgood, D. (2020). Games and fieldwork in agriculture: A systematic review of the 21st century in economics and social science. Games, 11(4), 47.
Hopwood, B., Mellor, M., & O'Brien, G. (2005). Sustainable development: mapping different approaches. Sustainable development, 13(1), 38-52.
Hong, J. C., Hwang, M. Y., Tai, K. H., & Lin, P. H. (2021). The effects of intrinsic cognitive load and gameplay interest on flow experience reflecting performance progress in a Chinese remote association game. Computer Assisted Language Learning, 34(3), 358-378.
Isnanda, R. G., Santosa, P. I., & Hartanto, R. (2023). The Effects of Surprising Events on Promoting Social Change in Unwinnable Persuasive Games. International Journal of Serious Games, 10(1), 3-17.
Jouan, J., De Graeuwe, M., Carof, M., Baccar, R., Bareille, N., Bastian, S., ... & Godinot, O. (2020). Learning interdisciplinarity and systems approaches in agroecology: experience with the serious game SEGAE. Sustainability, 12(11), 4351.
Jose, S. (2009). Agroforestry for ecosystem services and environmental benefits: an overview (pp. 1-10). Springer, Dordrecht.
Khaldi, A., Bouzidi, R., & Nader, F. (2023). Gamification of e-learning in higher education: a systematic literature review. Smart Learning Environments, 10(1), 10.
Khelifa, R., & Mahdjoub, H. (2021). EcoDragons: a game for environmental education and public outreach. Insects, 12(9), 776.
Kirkpatrick, D. L. (1994) Evaluating training programs: the four levels (San Francisco, CA, Berrett Koehler).
Klerkx, L., & Rose, D. (2020). Dealing with the game-changing technologies of Agriculture 4.0: How do we manage diversity and responsibility in food system transition pathways?. Global Food Security, 24, 100347.
Jouan, J., Carof, M., Baccar, R., Bareille, N., Bastian, S., Brogna, D., ... & Godinot, O. (2021). SEGAE: An online serious game to learn agroecology. Agricultural Systems, 191, 103145.
Liu, B., Wu, Y., Xing, W., Cheng, G., & Guo, S. (2022). Exploring behavioural differences between certificate achievers and explorers in MOOCs. Asia Pacific Journal of Education, 42(4), 802-814.
Lumivero. (2023). NVivo (Version 14) [Computer software]. https://lumivero.com/products/nvivo/
Maharaj, S., & Greene, P. (2015). Gamification within plant health in the Forestry Commission.
Maniar, N. (2007, June). M-learning to teach university students. In EdMedia+ Innovate Learning (pp. 881-887). Association for the Advancement of Computing in Education (AACE).
Marley, S. C., & Levin, J. R. (2011). When are prescriptive statements in educational research justified?. Educational Psychology Review, 23(2), 197-206.
Memon, M. A., Ramayah, T., Cheah, J. H., Ting, H., Chuah, F., & Cham, T. H. (2021). PLS-SEM statistical programs: a review. Journal of Applied Structural Equation Modeling, 5(1), 1-14.
Berg Marklund, B., Engström, H., Hellkvist, M., & Backlund, P. (2019). What empirically based research tells us about game development. The Computer Games Journal, 8(3), 179-198.
Martin, L., & Martin, W. (2015). Modifying an information literacy game for outreach events. Reference services review, 43(4), 643-655.
Marsh, T. (2010). Activity-based scenario design, development and assessment in serious games. In Gaming and cognition: Theories and practice from the learning sciences (pp. 213-226). IGI Global.
Marzano, M., Dandy, N., Bayliss, H. R., Porth, E., & Potter, C. (2017). Part of the solution? Stakeholder awareness, information and engagement in tree health issues. Biological Invasions, 19(11), 3307–3321. https://doi.org/10.1007/s10530-017-1412-7
Mayer, R. E. (Ed.). (2005). The Cambridge handbook of multimedia learning. Cambridge university press.
Marley, S. C., & Levin, J. R. (2011). When are prescriptive statements in educational research justified?. Educational Psychology Review, 23(2), 197-206.
Memon, M. A., Ramayah, T., Cheah, J. H., Ting, H., Chuah, F., & Cham, T. H. (2021). PLS-SEM statistical programs: a review. Journal of Applied Structural Equation Modeling, 5(1), 1-14.
Mbow, C., Smith, P., Skole, D., Duguma, L., & Bustamante, M. (2014). Achieving mitigation and adaptation to climate change through sustainable agroforestry practices in Africa. Current opinion in Environmental sustainability, 6, 8-14.
Merrill, S. C., Koliba, C. J., Moegenburg, S. M., Zia, A., Parker, J., Sellnow, T., ... & Smith, J. M. (2019). Decision-making in livestock biosecurity practices amidst environmental and social uncertainty: evidence from an experimental game. PloS one, 14(4), e0214500.
Michael, D., & Chen, S. (2006). Serious games: Games that educate, train, and inform. Thomson Course Technology.
Moreno, G., & Pulido, F. J. (2008). The functioning, management and persistence of dehesas. In A. Rigueiro-Rodríguez, J. McAdam, & M. R. Mosquera-Losada (Eds.), Agroforestry in Europe (pp. 127–160). Dordrecht: Springer Netherlands. Retrieved from http://link.springer.com/10.1007/978-1-4020-8272-6_7 (Accessed April 12, 2025).
Morgan, C. B., Merrill, S. C., Clark, E. M., Wolfson, J. A., & Trubek, A. B. (2024). A serious games methodology to test solutions for regional food systems inequities. Journal of Rural Studies, 110, 103366.
Mosquera-Losada, M. R., Santiago-Freijanes, J. J., Rois-DíAz, M., Moreno, G., den Herder, M., Aldrey-Vázquez, J. A., ... & Rigueiro-Rodríguez, A. (2018). Agroforestry in Europe: A land management policy tool to combat climate change. Land use policy, 78, 603-613.
Myers, N., Mittermeier, R. A., Mittermeier, C. G., Da Fonseca, G. A., & Kent, J. (2000). Biodiversity hotspots for conservation priorities. Nature, 403(6772), 853-858.
Nair, P. R., Kumar, B. M., Nair, V. D., Nair, P. R., Kumar, B. M., & Nair, V. D. (2021). Definition and concepts of agroforestry. An introduction to agroforestry: Four decades of scientific developments, 21-28.
Neuendorf, K. A. (2018). Content analysis and thematic analysis. In Advanced research methods for applied psychology (pp. 211-223). Routledge.
Neuendorf, K. A. (2018). Content analysis and thematic analysis. In Advanced research methods for applied psychology (pp. 211-223). Routledge.
Obikwelu, C., & Read, J. C. (2012). The serious game constructivist framework for children's learning. Procedia Computer Science, 15, 32-37.
O'Neil, H. F., Wainess, R., & Baker, E. L. (2005). Classification of learning outcomes: Evidence from the computer games literature. The Cirriculum Journal, 16(4), 455-474.
Ouariachi, T., Olvera-Lobo, M. D., & Gutiérrez-Pérez, J. (2019). Serious games and sustainability. In Encyclopedia of Sustainability in Higher Education (pp. 1-10). Springer, Cham.
Park, E., Cho, M., & Ki, C. S. (2009). Correct use of repeated measures analysis of variance. The Korean journal of laboratory medicine, 29(1), 1-9.
Prada, U. G., Hernández, M. O., & Ibañez, J. S. (2020). Systems dynamics and serious video games in an appropriation strategy of a decision support system for small livestock farmers.
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational psychologist, 50(4), 258-283.
Radziszewski, K., Weichbroth, P., & Anacka, H. (2021). Greencoin: A proenvironmental action-reward system.
Ravyse, W. S., Seugnet Blignaut, A., Leendertz, V., & Woolner, A. (2017). Success factors for serious games to enhance learning: a systematic review. Virtual Reality, 21(1), 31-58.
Reed, M. S., Evely, A. C., Cundill, G., Fazey, I., Glass, J., Laing, A., ... & Stringer, L. C. (2010). What is social learning?. Ecology and society, 15(4).
Ringle, C. M., Sarstedt, M., Mitchell, R., & Gudergan, S. P. (2023). SmartPLS 4. SmartPLS GmbH, http://www.smartpls.com
Robin, C., Smith, I., & Hansen, E. M. (2012). Phytophthora cinnamomi: Species profile. Forest Phytophthoras, 2(1). https://doi.org/10.5399/osu/fp.2.1.3041
Rouault, A., Perrin, A., Renaud-Gentié, C., Julien, S., & Jourjon, F. (2020). Using LCA in a participatory eco-design approach in agriculture: the example of vineyard management. The International Journal of Life Cycle Assessment, 25, 1368-1383.
Rodríguez-Piñeros, S., Walji, K., Rekola, M., Owuor, J. A., Lehto, A., Tutu, S. A., & Giessen, L. (2020). Innovations in forest education: Insights from the best practices global competition. Forest Policy and Economics, 118, 102260.
Rudebjer, P. G., Taylor, P., & Del Castillo, R. A. (2001). A guide to learning agroforestry. Training and Education Report, (51).
Ruta, M., Scioscia, F., Colucci, S., Di Sciascio, E., Di Noia, T., & Pinto, A. (2010). A knowledge-based framework for e-learning in heterogeneous pervasive environments. In Multiplatform e-learning systems and technologies: Mobile devices for ubiquitous ICT-based education (pp. 20-41). IGI Global.
Sales-Baptista, E., d’Abreu, M. C., & Ferraz-de-Oliveira, M. I. (2016). Overgrazing in the Montado? The need for monitoring grazing pressure at paddock scale. Agroforestry Systems, 90, 57–68. https://doi.org/10.1007/s10457-015-9826-1
Salvini, G., Van Paassen, A., Ligtenberg, A., Carrero, G. C., & Bregt, A. K. (2016). A role-playing game as a tool to facilitate social learning and collective action towards Climate Smart Agriculture: Lessons learned from Apuí, Brazil. Environmental science & policy, 63, 113-121.
Sarin, R., & Wieland, A. (2016). Risk aversion for decisions under uncertainty: Are there gender differences?. Journal of Behavioral and Experimental Economics, 60, 1-8.
Scanu, B., Linaldeddu, B. T., Deidda, A., & Jung, T. (2015). Diversity of Phytophthora species from declining Mediterranean maquis vegetation, including two new species, Phytophthora crassamura and P. ornamentata sp. nov. PLoS One, 10(12), e0143234.
Sajeva, M., Kotta, J., Valonen, M., Korhonen, O., Kinnunen, P., Aalto, L., ... & Horne, P. (2024). Implementation of the Sustainability Compass: A Bottom-Up Social Learning Approach in Initial Pilot Studies. Sustainability, 16(10), 4271.
ScienceDirect. (n.d.). Game development. In Computer Science Topics. Elsevier. Retrieved August 15, 2025, from https://www.sciencedirect.com/topics/computer-science/game-development
Shute, V. J., & Ventura, M. (2013). Measuring and supporting learning in games: Stealth assessment. MIT Press. https://doi.org/10.7551/mitpress/9589.001.0001.
Schoeneberger, M., Bentrup, G., De Gooijer, H., Soolanayakanahally, R., Sauer, T., Brandle, J., ... & Current, D. (2012). Branching out: Agroforestry as a climate change mitigation and adaptation tool for agriculture. Journal of Soil and Water Conservation, 67(5), 128A-136A.
Senado. (2010). Ponencia de estudio sobre la protección del ecosistema de la dehesa (Report No. 543/000009, p. 26). Senado.
Serrazina, S., Santos, C., Machado, H., Pesquita, C., Vicentini, R., Pais, M. S., ... & Costa, R. (2015). Castanea root transcriptome in response to Phytophthora cinnamomi challenge. Tree genetics & genomes, 11, 1-19.
Sitzmann, T. (2011). A meta‐analytic examination of the instructional effectiveness of computer‐based simulation games. Personnel Psychology, 64(2), 489–528. https://doi.org/10.1111/j.1744-6570.2011.01190.x
Stanitsas, M., Kirytopoulos, K., & Vareilles, E. (2019). Facilitating sustainability transition through serious games: A systematic literature review. Journal of cleaner production, 208, 924-936.
Sukajaya, N., Purnama, K. E., & Purnomo, M. H. (2015). Intelligent Classification of Learner's Cognitive Domain using Bayes Net, Naïve Bayes, and J48 Utilizing Bloom's Taxonomy-based Serious Game. International Journal of Emerging Technologies in Learning (Online), 10(2), 46.
Susi, T., Johannesson, M., & Backlund, P. (2007). Serious games: An overview.
Stemler, S. E. (2004). A comparison of consensus, consistency, and measurement approaches to estimating interrater reliability. Practical Assessment, Research, and Evaluation, 9(1).
Teichmann, M., Ullrich, A., Knost, D., & Gronau, N. (2020). Serious games in learning factories: perpetuating knowledge in learning loops by game-based learning. Procedia Manufacturing, 45, 259-264.
Ullah, M., Amin, S. U., Munsif, M., Yamin, M. M., Safaev, U., Khan, H., ... & Ullah, H. (2022). Serious games in science education: a systematic literature. Virtual Reality & Intelligent Hardware, 4(3), 189-209.
Vicente-Serrano, S. M., Beguería, S., Lorenzo-Lacruz, J., Camarero, J. J., López-Moreno, J. I., Azorin-Molina, C., ... & Sanchez-Lorenzo, A. (2012). Performance of drought indices for ecological, agricultural, and hydrological applications. Earth Interactions, 16(10), 1-27.
Waeber, P. O., Melnykovych, M., Riegel, E., Chongong, L. V., Lloren, R., Raher, J., ... & Garcia, C. A. (2023). Fostering innovation, transition, and the reconstruction of forestry: critical thinking and transdisciplinarity in forest education with strategy games. Forests, 14(8), 1646.
Weber, R. P. (1990). Basic content analysis (Vol. 49). Sage.
Weste, G. (2003) The dieback cycle in Victorian forests: a 30-year study of changes caused by Phytophthora cinnamomi in Victorian open forests, woodlands and heathlands. Aust. Plant Pathol. 32, 247–256.
Wong, Y. L., Bothma, T. J. D., & Smith, A. E. (2024). Effects of meaningful choices in serious games for meaningful learning.
Wollman, L. F. (2012). Research paradigms. Retrieved from. https://www.chds.us/coursefiles/research/lectures/research_paradigms/script.pdf
Wong, L. P. (2008). Data analysis in qualitative research: A brief guide to using NVivo. Malaysian family physician: the official journal of the Academy of Family Physicians of Malaysia, 3(1), 14.
Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 105(2), 249–265. https://doi.org/10.1037/a0031311
Villarraga-Flórez, L. F., Rodríguez-Piñeros, S., & Martínez-Cortés, O. G. (2015). Social science in forestry curricula: A case study of Colombia forestry programs. Sustainability, 8(1), 36.
Vogel, J. J., Vogel, D. S., Cannon-Bowers, J., Bowers, C. A., Muse, K., & Wright, M. (2006). Computer gaming and interactive simulations for learning: A meta-analysis. Journal of educational computing research, 34(3), 229-243.
Yusoffa, A., & Shafirilb, S. (2019). The development of “forest ranger” as a 2D serious game application to increase awareness against illegal logging. Development, 6(2).
Zentmyer, G.A. and Mircetich, S.M. (1966) Saprophytism and persistence in soil by Phytophthora cinnamomi. Phytopathology, 56, 7
Zhao, X., Lynch, J. G., Jr., & Chen, Q. (2010). Reconsidering Baron and Kenny: Myths and truths about mediation analysis. Journal of Consumer Research, 37(2), 197–206. https://doi.org/10.1086/651257
Zhonggen, Y. (2019). A meta‐analysis of use of serious games in education over a decade. International Journal of Computer Games Technology, 2019(1), 4797032.