Game-based learning about the circular economy in building sustainable communities: a case of international and interdisciplinary university collaboration

Purpose This study aims to enhance integration of game-based learning (GBL) as a tool for conveying intricate circular economy (CE) concepts effectively into international and interdisciplinary higher education collaborations for the development of sustainable communities. Design/methodology/approach A series of game-based workshops by the Circular EELISA Community of the EELISA European University program were examined in terms of their compliance with literature-based GBL characteristics and their international, interdisciplinary and online conduct. An online survey conducted with 17 workshop and/or challenge organizers from four participating universities in different countries revealed expert experiences and perceptions on these points. Findings It was found that sensory elements, rewards and game choice enhanced engagement and motivation in all gamification, serious game and storytelling experiences, and that a combination of multiple GBL approaches was more effective than a single-method challenge design. Diversity-friendly collaboration, cooperation and immersion were particularly important when involving culturally and disciplinarily diverse participants. Practical implications This study offers practical recommendations to improve both the performance of GBL-based learning environments in current and future education alliances and collaborations and the potential of GBL approaches to motivate youth to contribute to more sustainable communities across and beyond Europe. Originality/value The findings underscore the value of innovative pedagogical methods in shaping environmentally conscious mindsets and practices across institutions of higher education. To that end, this is the first study that investigates GBL in CE education with implications for international university cooperation.

Authors

Institutions

Publication Details

Journal
International Journal of Sustainability in Higher Education
Published
2024-10-11
DOI
https://doi.org/10.1108/ijshe-11-2023-0547
Citations
4
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.16
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Game-based learning about the circular economy in building sustainable communities: a case of international and interdisciplinary university collaboration

Diana Mariana Cocârță, İmge Akçakaya Waite, Diana Robescu, Liana Ioana Vuţă et al.
4 citations
International Journal of Sustainability in Higher Education
Educational Games and Gamification
3.16
article

Game-based learning about the circular economy in building sustainable communities: a case of international and interdisciplinary university collaboration

Diana Mariana Cocârță, İmge Akçakaya Waite, Diana Robescu, Liana Ioana Vuţă, Aysegul Akcay Kavakoglu
article en
4 citations

Abstract

Purpose This study aims to enhance integration of game-based learning (GBL) as a tool for conveying intricate circular economy (CE) concepts effectively into international and interdisciplinary higher education collaborations for the development of sustainable communities. Design/methodology/approach A series of game-based workshops by the Circular EELISA Community of the EELISA European University program were examined in terms of their compliance with literature-based GBL characteristics and their international, interdisciplinary and online conduct. An online survey conducted with 17 workshop and/or challenge organizers from four participating universities in different countries revealed expert experiences and perceptions on these points. Findings It was found that sensory elements, rewards and game choice enhanced engagement and motivation in all gamification, serious game and storytelling experiences, and that a combination of multiple GBL approaches was more effective than a single-method challenge design. Diversity-friendly collaboration, cooperation and immersion were particularly important when involving culturally and disciplinarily diverse participants. Practical implications This study offers practical recommendations to improve both the performance of GBL-based learning environments in current and future education alliances and collaborations and the potential of GBL approaches to motivate youth to contribute to more sustainable communities across and beyond Europe. Originality/value The findings underscore the value of innovative pedagogical methods in shaping environmentally conscious mindsets and practices across institutions of higher education. To that end, this is the first study that investigates GBL in CE education with implications for international university cooperation.

International Journal of Sustainability in Higher EducationVol. 25(9)
Academia Oamenilor de Știință din România (RO), Istanbul Technical University (TR), Universitatea Națională de Știință și Tehnologie Politehnica București (RO)
Partnerships for the goals
Openalex Percentile: Top 8%
Educational Games and Gamification
3.16
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.