<|begin_of_text|><|start_header_id|>system<|end_header_id|>You are an expert on climate change, human mobility and migration. Answer the question truthfully.<|eot_id|><|start_header_id|>user<|end_header_id|>Here are the title and abstract of a scientific paper probably related to climate change, human mobility and migration..
Title:"Exploring Sustainability Environment Educational Design and Learning Effect Evaluation through Migration Theory: An Example of Environment Educational Serious Games."
Abstract:"Changes in the way people use information come from the concept of the most primitive human migration rule. Scholars hold that migration can be considered as a switching of people's place of residence, but the migration of people is not limited to the migration of residence. The marketing field also borrows the population migration theory to further explore the switching behavior of customers; educationalists also discuss migration of learning through migration theory. In this regard, the migration of human beings is a process of historical evolution, though it takes several decades to understand history from the perspective of such evolution. Hence, if there is a decision-making system that simulates evolution and estimation through 3D graphics, then players may better understand the impact of environmental migration and changes on humanity. This study adopts Push-Pull-Mooring (PPM) theory to explain the migration of human beings. Push is generated from people's dissatisfaction with their place of residence, Pull is from attractions of the new environment, and personal mooring produces the intention of switching. A set of Gamification Environmental Education Applications (GEEA) and a migration scale for such apps are developed herein to explain the state where computer gamers switch to mobile app games. The results show that all four hypotheses are supported, and the path coefficient of each hypothesis is highly significant. The R-2 values of five intrinsic constructs are Push (R-2 = 0.321), Mooring (R-2 = 0.574), Pull (R-2 = 0.413), Switching intention (SI) (R-2 = 0.552), and SB (R-2 = 0.626), where the R-2 value of SB is quite high, indicating that the relationship between the switching behavior (SB) and the four precursors exhibits great explanatory power. Hence, the explanatory power of this model is convincing, and the teaching materials designed through gamification education deliver better learning outcomes.."
I have six questions you need to answer.
Q1: Is this article is about 'human migration mobility': 1 = yes; 0 = no. Answer with a number. Do not give a textual explanation.

Q2: What drivers of migration and mobility does the article study? 0 = 'other', 1 = 'climate', 2 = 'environment', 3 = 'economic', 4 = 'conflict', 5 = 'political', 6 = 'social', 7 = 'family'. Answer with a number or a sequence of numbers separated by commas. Do not give a textual explanation. 

Q3: What is the overall sentiment of the article?:0 = 'neutral', 1 = 'negative', 2 = 'positive'. Answer with a number. Do not give a textual explanation.

Q4: What type of climate or environmental keywords are explicitly mentioned?:  0 = 'none', 1 = 'algal blooms', 2 = 'infestation', 3 = 'infectious diseases', 4 = 'ocean acidification', 5 = 'sea ice', 6 = 'acid rain', 7 = 'drought', 8 = 'cold wave', 9 = 'heat wave', 10 = 'glacial', 11 = 'wildfire', 12 = 'air pollution', 13 = 'biodiversity loss', 14 = 'coastal erosion', 15 = 'land degradation', 16 = 'deforestation', 17 = 'desertification', 18 = 'water pollution', 19 = 'diebacks', 20 = 'permafrost loss', 21 = 'sand mining', 22 = 'sea level rise', 23 = 'earthquake', 24 = 'tsunami', 25 = 'volcanic', 26 = 'flood', 27 = 'avalanche', 28 = 'landslide', 29 = 'downburst', 30 = 'thunderstorm', 31 = 'sandstorm', 32 = 'haze', 33 = 'storm', 34 = 'cyclone', 35 = 'blizzard', 36 = 'hail', 37 = 'snow', 38 = 'tornado', 39 = 'wind', 40 = 'hurricane', 41 = 'typhoon', 42 = 'other'. Answer with a number or a sequence of numbers separated by commas. Do not give a textual explanation. 

Q5: What discipline does the article belong to?: 0 = 'other', 1 = 'social science', 2 = 'natural science', 3 = 'arts and humanities', 4 = 'multidiscipline and interdiscipline'. Answer with a number. Do not give a textual explanation.

Q6: Does the article apply quantitative and/or statistical analysis?: 0 = 'no', 1 = 'yes'. Answer with a number. Do not give a textual explanation.

Use the following template: 

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Q6 = [].<|eot_id|><|start_header_id|>assistant<|end_header_id|>Answer:
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Exploring Sustainability Environment Educational Design and Learning Effect Evaluation through Migration Theory: An Example of Environment Educational Serious Games
Changes in the way people use information come from the concept of the most primitive human migration rule. Scholars hold that migration can be considered as a switching of people's place of residence, but the migration of people is not limited to the migration of residence. The marketing field also borrows the population migration theory to further explore the switching behavior of customers; educationalists also discuss migration of learning through migration theory. In this regard, the migration of human beings is a process of historical evolution, though it takes several decades to understand history from the perspective of such evolution. Hence, if there is a decision-making system that simulates evolution and estimation through 3D graphics, then players may better understand the impact of environmental migration and changes on humanity. This study adopts Push-Pull-Mooring (PPM) theory to explain the migration of human beings. Push is generated from people's dissatisfaction with their place of residence, Pull is from attractions of the new environment, and personal mooring produces the intention of switching. A set of Gamification Environmental Education Applications (GEEA) and a migration scale for such apps are developed herein to explain the state where computer gamers switch to mobile app games. The results show that all four hypotheses are supported, and the path coefficient of each hypothesis is highly significant. The R-2 values of five intrinsic constructs are Push (R-2 = 0.321), Mooring (R-2 = 0.574), Pull (R-2 = 0.413), Switching intention (SI) (R-2 = 0.552), and SB (R-2 = 0.626), where the R-2 value of SB is quite high, indicating that the relationship between the switching behavior (SB) and the four precursors exhibits great explanatory power. Hence, the explanatory power of this model is convincing, and the teaching materials designed through gamification education deliver better learning outcomes.