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.
| Original language | English |
|---|---|
| Title of host publication | Games and Learning Alliance: Proceedings of the 13th International Conference, GALA 2024, Berlin, Germany, November 20–22, 2024 |
| Editors | Avo Schönbohm, Francesco Bellotti, Antonio Bucchiarone, Francesca de Rosa, Manuel Ninaus, Alf Wang, Vanissa Wanick, Pierpaolo Dondio |
| Number of pages | 10 |
| Place of Publication | Cham |
| Publisher | Springer Nature Switzerland |
| Publication date | 18 Dec 2024 |
| Pages | 167–176 |
| ISBN (Print) | 978-3-031-78268-8 |
| ISBN (Electronic) | 978-3-031-78269-5 |
| DOIs | |
| Publication status | Published - 18 Dec 2024 |
| Externally published | Yes |
Keywords
- wicked problems
- environmental education
- seminar game
- game design
- game-based learning
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