This research aims to investigate the effect of a serious game on the awareness of energy sources consumption. A weak experimental research design with one group, pretest, posttest, and formative test was used in the study. The research group consist of 17 students who attending a public secondary school in Giresun during the second semester of the 2018-2019 academic year. Students' energy source consumption and their views on this consumption establish the data of the study. The same data collection tools were applied to the research group in the form of pre-test, post-test, and formative tests. The quantitative data obtained in the experiment within the scope of this research, which was conducted in three-stages, was backed by qualitative data. SPSS v22 analysis software was employed to analyze the quantitative data of the study. The Friedman and Wilcoxon tests were used to reveal whether there was a significant difference in the energy consumption scores of the three tests of the study group. The expression frequency of the qualitative data was calculated within the framework of codes determined by content analysis. The study concluded that students' use of energy sources varies with the effect of serious games. It was also revealed that serious games affect students' use of energy sources during experiments and that behavior changes occur in line with the purpose of the game. Finally, it was concluded that the effect of a serious game on students' views of appreciating and esteeming energy sources was at first due to affective intensity, and then then it was behaviorally shaped.
Keywords: Serious Games, Energy Sources, Awareness, Energy Consumption, Impact