Background: Although game-based learning (GBL) is effective in STEM, its use in climate change education is still limited. This is critical because current educational efforts for younger generations often emphasize transient, non-experiential approaches, leaving them unaware of how unsustainable practices reinforce climate change factors. Purpose: We address this gap by developing a board game based on experiential learning theory (ELT) that simulates key climate change factors and compares its efficacy to traditional lectures. Method: We employed a mixed-methods approach: focus group interviews with 16 science teachers and a three-week learning assessment study with 32 high school students divided equally into GBL and lecture-based groups. Findings: Teachers confirmed the game's value in teaching climate causes and effects while reporting a lack of practical solution-based learning in the standard curriculum. The GBL group achieved 33% higher knowledge retention, participated in solution debates during 92% of sessions (compared to 12% in lectures), and exhibited iterative strategy changes, demonstrating ELT's ‘active experimentation’ phase. The game's mechanics, such as cause-effect cards and solution coins, effectively translated abstract concepts into tangible understanding. Implications: ELT-integrated GBL significantly outperforms lectures in retention and engagement, offering a viable model for effective climate change education in resource-constrained contexts.
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Aleena Qaiser
Rabia Khan
Raja Mubashar Karim
Journal of Experiential Education
University of Michigan
Hong Kong Polytechnic University
National University of Sciences and Technology
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Qaiser et al. (Mon,) studied this question.
www.synapsesocial.com/papers/69df2b04e4eeef8a2a6affb8 — DOI: https://doi.org/10.1177/10538259261442438