淨零排放已是全球多國的重要目標,「淨零綠生活」為十二項淨零排放關鍵戰略之一,目的在改變使用者習慣以影響生產端的模式,這有賴全民低碳行動與態度價值之教育。本研究旨在開發基於永續發展議題學習的桌遊,透過整合淨零綠生活的「內容設計」、永續原則的「學習設計」以及議題歷程的「遊戲設計」,使參與者體驗模擬的生活環境,依個人需求有意識地實施各項食衣住行育樂等行為,並透過循環檢核以培養反思和調整習慣。研究對象為69位高中生,採前後測分析,使用系統圖、態度量表、價值覺察量表、永續原則覺察量表等評量工具來瞭解遊戲對學生的學習效用。結果顯示,學生所繪製的淨零綠生活系統圖,後測成績在環境、社會、經濟因素以及同域和跨域關係,相較前測有顯著上升;態度方面,學生在正向議題情感和低碳行為意願顯著上升。多數學生在行動信念,意識到習慣改變會受外在因素(金錢、時間等)和內在因素(舒適度、滿足感等)影響,也覺知到習慣改變時可能的代價;此外,會為了淨零綠生活而犧牲個人利益的意願人數也有增加,多數學生可同時覺察到多項永續原則。本研究為基於永續發展學習的遊戲提供了設計參考,未來可再強化桌遊在模擬情境下學習與評量的兼具功用。
Achieving net-zero emissions has become a critical goal for multiple countries. Aimed at altering user habits to influence production patterns, "Net-Zero Green Living" is one of Taiwan's twelve key strategies for attaining net-zero emissions and relies on public education about low-carbon actions and values. This study developed a board game grounded in sustainable development learning principles. Integrating the content design of Net-Zero Green Living, the learning design of sustainability principles, and the game design of thematic board game processes, the game enables participants to experience simulated living environments; consciously implement behaviors related to food, clothing, housing, transportation, education, and entertainment according to individual needs; and engage in iterative self-assessment cycles to cultivate reflection and habit adjustment. A pretest–posttest analysis was conducted with 69 high school students. A system diagram, attitude scale, value awareness scale, and sustainability principle awareness scale were used to evaluate the game's educational effectiveness. The results revealed significant improvements in students' Net-Zero Green Living system diagrams, with notable advancements in the environmental, social, economic, intra-domain relationship, inter-domain relationship aspects. In terms of attitudes, students exhibited a marked increase in positive emotions toward sustainability issues and a heightened willingness to adopt low-carbon behaviors. Many students recognized that habit changes are influenced by external factors (e.g., financial resources and time) and internal factors (e.g., comfort and satisfaction). They also became aware of the potential costs of altering habits and demonstrated an increased willingness to sacrifice personal interests for the sake of Net-Zero Green Living. Additionally, most students simultaneously recognized multiple sustainability principles. The study results may serve as a reference for game design based on sustainable development learning. Suggestions are provided regarding potential future enhancements to the dual functionality of board games for learning and assessment within simulated living scenarios.