Game on for Climate Action: Big Game Delivers Engaging STEM Learning

A decline in European students’ interest in STEM subjects, exacerbated by the COVID-19 pandemic’s disruption of education, has raised concerns about the continent’s future workforce. To address this challenge, this study investigates the efficacy of the BIG GAME project methodology, a cooperative story-driven digital game approach designed to engage secondary students in collaborative environmental problem-solving. Implemented across Romania, Italy, Estonia, and Finland, this six-month study employed a mixed-methods design involving 62 teachers and 239 students in ten distinct game missions focused on environmental challenges. The quantitative results indicated significant improvements in students’ transversal skills (teamwork, communication, and critical thinking), as reported by over 75% of teachers. The qualitative data emphasised the value of structured peer review in developing students’ reflective practices. This research underscores the importance of teacher facilitation in game-based learning and problem-based simulations and highlights the potential of such methodologies to boost student engagement and environmental awareness. These findings suggest that the BIG GAME project approach could be a valuable tool for revitalising STEM education and cultivating future-ready citizens.

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Institutions

Publication Details

Journal
Education Sciences
Published
2024-08-15
DOI
https://doi.org/10.3390/educsci14080893
Citations
6
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
4.74

Funders

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article

Game on for Climate Action: Big Game Delivers Engaging STEM Learning

Mikhail Fiadotau, Mikko Grönlund, Alden Meirzhanovich Dochshanov, Peadar Callaghan et al.
6 citations
Education Sciences
Educational Games and Gamification
4.74
article

Game on for Climate Action: Big Game Delivers Engaging STEM Learning

Mikhail Fiadotau, Mikko Grönlund, Alden Meirzhanovich Dochshanov, Peadar Callaghan, Michela Tramonti, Alina- Andreia Ailincai, Elisabetta Delle Donne, Barbara Marini, Sari Joenvaara, Liina Maurer
article en
6 citations

Abstract

A decline in European students’ interest in STEM subjects, exacerbated by the COVID-19 pandemic’s disruption of education, has raised concerns about the continent’s future workforce. To address this challenge, this study investigates the efficacy of the BIG GAME project methodology, a cooperative story-driven digital game approach designed to engage secondary students in collaborative environmental problem-solving. Implemented across Romania, Italy, Estonia, and Finland, this six-month study employed a mixed-methods design involving 62 teachers and 239 students in ten distinct game missions focused on environmental challenges. The quantitative results indicated significant improvements in students’ transversal skills (teamwork, communication, and critical thinking), as reported by over 75% of teachers. The qualitative data emphasised the value of structured peer review in developing students’ reflective practices. This research underscores the importance of teacher facilitation in game-based learning and problem-based simulations and highlights the potential of such methodologies to boost student engagement and environmental awareness. These findings suggest that the BIG GAME project approach could be a valuable tool for revitalising STEM education and cultivating future-ready citizens.

Education SciencesVol. 14(8)
University of Turku (FI), Tallinn University (EE), Joensuu Science Park (FI)
European Commission
Climate action
Openalex Percentile: Top 5%
Educational Games and Gamification
4.74
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