Abstract
The paper presents a design case study of BIG GAME, a digitally-mediated seminar game aimed at developing environmental literacy and STEM skills among middle-school students. The game employs a series of open-ended missions based on real-life environmental issues, framing the missions as wicked problems, i.e., complex problems that resist straightforward solutions due to their evolving and often contradictory requirements. This approach was chosen since real-life environmental issues fall under the domain of wicked problems, yet traditional education largely focuses on unambiguous problems with clear-cut solutions. The paper introduces the choices taken during the design process and reflects on the results of implementing the game as a competition involving 27 schools in four European countries.
| Originalsprog | Engelsk |
|---|---|
| Titel | Games and Learning Alliance: Proceedings of the 13th International Conference, GALA 2024, Berlin, Germany, November 20–22, 2024 |
| Redaktører | Avo Schönbohm, Francesco Bellotti, Antonio Bucchiarone, Francesca de Rosa, Manuel Ninaus, Alf Wang, Vanissa Wanick, Pierpaolo Dondio |
| Antal sider | 10 |
| Udgivelsessted | Cham |
| Forlag | Springer Nature Switzerland |
| Publikationsdato | 18 dec. 2024 |
| Sider | 167–176 |
| ISBN (Trykt) | 978-3-031-78268-8 |
| ISBN (Elektronisk) | 978-3-031-78269-5 |
| DOI | |
| Status | Udgivet - 18 dec. 2024 |
| Udgivet eksternt | Ja |