Study Sample
In February 2023, 14 small-group sessions took place, and the game was played by a total of 145 students (35.8% of the entire cohort). The pre- and post-intervention questionnaires were fully completed by 76 students (52.4% of invited students). Students who completed only the pre- or only the post-intervention questionnaire (n = 17) were excluded from the analysis. The final sample for assessment of knowledge and attitudes therefore consisted of 59 students (40.7% of invited students; 14.6% of the entire cohort).
The mean age of the final sample was 21 years, and 78% of the respondents were female. Thirty-nine percent of the participants attended the introductory lecture prior to the serious game in person, and 40.7% of the participants attended the introductory lecture online.
The study findings are outlined below, commencing with knowledge, followed by attitudes and, finally, strategies for improvement. In each section, the quantitative results are presented first, followed by the themes generated from the qualitative findings. Additional file 4 presents all the quantitative results.
Knowledge
Quantitative Results
Figure 2 summarises the pre-and post-intervention results regarding knowledge about climate change and health. The proportion of students who agreed/strongly agreed with the self-reported knowledge statements significantly increased (p < 0.001). In terms of objective knowledge, a significantly greater score was observed in response to the question addressing climate change vulnerability and inequity (p < 0.001). In contrast, the question about (in)direct health effects of climate change was scored lower in the post-intervention questionnaire, but this finding did not remain significant after Bonferroni correction (p = 0.02).
Qualitative Results
Overview of complex interlinkages between climate change and health - Focus group participants expressed that participation in the serious game enhanced their understanding of the intricate relationship between climate change and human health, corroborating the increased self-reported knowledge in survey responses. This observation could not be substantiated through the inconclusive objective knowledge results.
Participants perceived active and collaborative engagement with placing the cards on the table and establishing connections between them as helpful for grasping ‘the bigger picture’, the complexity of the problem and its far-reaching consequences for health at both the individual and societal level. Elucidating and discussing the hierarchy and order of the cards displayed supported students’ comprehension of the impact of climate change. They described that playing the game in small groups forced them to actively participate and critically reflect on their own understandings through discussion with their peers.
[in response to the request to order the cards] ‘…that you were to organize the health consequences by yourself. And also neatly place them above and below each other. That provided an overview for me, so that you leave with a sort of mental structure. During the group discussion, you would reconsider, ‘Yes, this card fits here or much earlier’, and then you start to see more connections in your mind.’ [male]
The least responsible suffer the greatest consequences – In one of the focus groups, participants indicated that the serious game taught them the uneven distribution of the climate change burden across countries and populations. The role of inequality was highlighted as a previously unknown yet significant aspect of the problem: ‘It’s not just a kind of natural phenomenon, […] but it’s also truly an unequal thing […]. That it’s also a social issue, alongside being purely geological […].’ [male] Participants expressed a sense of moral responsibility as citizens of a high-income country to limit their carbon footprint.
Instrument to acquire an in-depth level of knowledge - According to the participants, the planetary health introductory lecture prior to the serious game offered a basic level of knowledge. This was perceived as necessary to be able to actively contribute during the small-group session. The different levels of knowledge among players in the game stimulated them to share knowledge with one another. The aforementioned factors, along with the presence of a teacher who could clarify uncertainties, helped participants to deepen their comprehension of the topic.
Attitude
Quantitative Results
Figure 3 summarises the pre-and post-intervention results regarding attitudes towards climate change and health. Students reported being more worried about climate change after playing the game (from 42.4–69.5%; p < 0.001). Similarly, a significantly greater proportion of students acknowledged the anthropogenic nature of climate change after the game (from 88.1–94.9%; p = 0.003). Regarding the importance of climate change for healthcare and their personal roles and responsibilities, a significant increase in the proportion of students who agreed/strongly agreed with the statements ‘education on this topic is important because as a future medical doctor, I play an important role in informing patients/society about the health impacts of climate change’ was noted (Patients: From 71.2–93.2%; p = 0.003/Society: From 62.7–83.1%; p = 0.003).
Qualitative Results
The climate dilemma: Personal contributions help to get a handle on reality, but seem anything but efficient - Participants shared a sense of being caught in a climate dilemma. On the one hand, they indicated that climate change plays a role in their daily lives to various extents. Making small adjustments as individuals, as long as they are considered reasonable and affordable, seemed to provide them with a feeling of control over the situation. However, they expressed scepticism regarding the efficacy of their own behavioural changes, as they deemed their personal efforts of insignificant contribution to the Paris Agreement. It was repeatedly emphasized that responsibility rests with politicians and governments.
‘I find it a bit difficult; on one hand, I think it should come from the bottom-up, that people themselves are willing to, and on the other hand […] if it’s imposed by policy, it makes such a bigger difference than if I were to do it alone.’ [male]
The serious game fuels climate worry - In line with the significant increase in climate worry measured in the surveys, the focus group participants equally expressed serious concerns regarding climate change and its impact. They articulated feelings of grief and hopelessness: (student, female) ‘When I think about it, it does make me a bit sad. It’s kind of a doomsday scenario that is being portrayed.’ The game made them realize that the consequences of climate change can no longer be fully prevented. To some extent, this resulted in acceptance of reality but also evoked a sense of despair. They expressed a lack of trust in current global actions, and said that reaching climate change mitigation targets seems impossible.
Tangible overview of playing cards on the table releases wow-effect - There was a strong consensus among participants that by seeing the numerous playing cards organized on the table, the realization dawned on them that climate change is a comprehensive societal problem. The overview of playing cards on the table was (student, female) ‘an eye-opener that so many things are involved’. This raised their awareness of the importance and urgency of climate change, as well as of the health effects that are already occurring today.
Learning with and from different opinions and attitudes- The participants primarily played the game with fellow students who had a similar positive attitude towards the topic. However, they mentioned that sharing different attitudes among students allows for new insights and encourages solid explanation and justification of one’s own perspective. It was also mentioned that students who deny the problem could hinder the learning process.
‘I think that it’s always valuable, especially when it comes to topics that have a societal theme, to talk to people about them. It’s important to hear perspectives that you may not agree with or that you haven’t considered […]. That way, you are challenged […] to reflect on your own opinions. Otherwise you can easily remain trapped in your own beliefs and echo chamber.’ [female]
Forced to reflect on their own role as a medical student and future MD - Participants felt that the game including the reflection made them aware that issues related to climate change will be part of their future profession. Discussion of the roles and responsibilities of medical students and doctors in the field of climate change and health has served as a starting point for internal reflection.
‘When I come to class as a medical student and start thinking about it, […] I believe that subconsciously, I will make a more active connection between [climate change and health]. […] For me, the small-group session has ensured that I am extra aware of the connection between the two, and also that as a future physician, it will be something I will encounter frequently and something I can actively engage with.’ [female]
Understanding the co-benefits of climate action for health provides tools for action - There was consensus that the co-benefits of climate action for health offer a strong argument for medical doctors to be involved in the fight against climate change. In addition to feelings of sadness and despair, participants were rather optimistic about the concept of co-benefits and the tools for action it provides. In addition, participants indicated that medical doctors can contribute to climate change mitigation both at the individual patient level and at the system level. Since an active societal and political role of medical doctors is becoming more common, it is easier to express their opinions. Interestingly, the survey responses did not show an increased sense of responsibility for reducing the environmental impact of healthcare following the serious game.
The focus group discussions revealed some ambivalence regarding whether doctors should take part in or refrain from climate activism. A neutral stance was mentioned by some to be important for maintaining a professional doctor-patient relationship. Not everyone agreed: ‘I don’t think that encouraging people to be more aware of climate [change] is a political or climate activist choice or attitude. I think that it’s a fact that climate change impacts individual health as well as public health. Just as smoking […] in which doctors can also hold a strong opinion that you should not smoke, I also believe that doctors should be able to say […] that consuming red meat is not good for your own health, nor for the environment […]. I think it is important that doctors serve as role models in this regard. You don’t want a pulmonologist who smokes, and I wouldn’t want a doctor who consumes a lot of meat either.’ [female]
Strategies for improvement
The serious game was evaluated via the post-intervention questionnaire. More than 90% of the respondents were positive (agree/strongly agree) about the content and methodology of the serious game. It was graded an average of 7.9 out of 10(SD 0.9).
Qualitative Results
The focus group participants were generally positive about the serious game. They mentioned a few aspects that could be improved.
Uniformity of teachers’ approach – Participants felt that uniformity of the teacher’s approach to facilitating the game and reflective discussion is important for ensuring equal learning outcomes across groups. For example, a slide deck to support the reflective discussion was used inconsistently.
Integration of climate change and health education across the curriculum - Participants expressed their desire to have learned about climate change and health earlier in the curriculum. As a result, they recommended the topic to be integrated across subjects in the curriculum, instead of presenting it as a stand-alone topic. They equally emphasized the significance of repetition for solidifying their knowledge.
Final exchange between groups to stimulate peer-learning- Since exchange between students with potentially different perspectives and attitudes is valued by participants, they suggested that the different smaller groups that played the game together could present their findings to each other at the end of the session. Participants believed this could be of added value, since other groups might have different opinions or gathered different insights (student, male): ‘Explaining is one of the best ways to learn.’