Wicked Problems as a Frame to Teach Environmental Literacy in a Digitally-Mediated Seminar Game

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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 languageEnglish
Title of host publication Games and Learning Alliance: Proceedings of the 13th International Conference, GALA 2024, Berlin, Germany, November 20–22, 2024
EditorsAvo Schönbohm, Francesco Bellotti, Antonio Bucchiarone, Francesca de Rosa, Manuel Ninaus, Alf Wang, Vanissa Wanick, Pierpaolo Dondio
Number of pages10
Place of PublicationCham
PublisherSpringer Nature Switzerland
Publication date18 Dec 2024
Pages167–176
ISBN (Print)978-3-031-78268-8
ISBN (Electronic)978-3-031-78269-5
DOIs
Publication statusPublished - 18 Dec 2024
Externally publishedYes

Keywords

  • wicked problems
  • environmental education
  • seminar game
  • game design
  • game-based learning

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