Decked Out for Success: A Novel Card Game to Support School Teaching of Radioactivity and Nuclear Science

The global nuclear skills shortage requires a comprehensive investment in training at all levels of education. With focus on post-18 and vocational education, there is a lack of resource and awareness for teaching nuclear skills to students between the ages of 11 to 18 years of age. This age group is vital if interest in this industry is to be nurtured and the skills gap is to be addressed. Here, we report an interactive card game <i>RAD Ratings</i> to address this gap; a curriculum-enriching activity, teaching nuclear skills to pre-18 years of age. We emphasize curriculum linked and practical examples in everyday life to make it relatable to students. Student and teacher feedback demonstrated that >64% students enjoyed playing <i>RAD Ratings</i>, with >50% students saying that they would play the game again and all teachers surveyed stating that <i>Rad Ratings</i> improved student understanding of radionuclides and their uses. Our approach stands out as the sole UK study focused on the gamification of nuclear science and radiochemistry education, uniquely evaluating feedback from both students and teachers concurrently.

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Publication Details

Journal
Journal of Chemical Education
Published
2024-12-18
DOI
https://doi.org/10.1021/acs.jchemed.4c00603
Citations
5
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.95

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article

Decked Out for Success: A Novel Card Game to Support School Teaching of Radioactivity and Nuclear Science

Shaun D. Hemming, Sarah Elizabeth Lu, Jamie M. Purkis
5 citations
Journal of Chemical Education
Educational Games and Gamification
3.95
article

Decked Out for Success: A Novel Card Game to Support School Teaching of Radioactivity and Nuclear Science

Shaun D. Hemming, Sarah Elizabeth Lu, Jamie M. Purkis
article en
5 citations

Abstract

The global nuclear skills shortage requires a comprehensive investment in training at all levels of education. With focus on post-18 and vocational education, there is a lack of resource and awareness for teaching nuclear skills to students between the ages of 11 to 18 years of age. This age group is vital if interest in this industry is to be nurtured and the skills gap is to be addressed. Here, we report an interactive card game <i>RAD Ratings</i> to address this gap; a curriculum-enriching activity, teaching nuclear skills to pre-18 years of age. We emphasize curriculum linked and practical examples in everyday life to make it relatable to students. Student and teacher feedback demonstrated that >64% students enjoyed playing <i>RAD Ratings</i>, with >50% students saying that they would play the game again and all teachers surveyed stating that <i>Rad Ratings</i> improved student understanding of radionuclides and their uses. Our approach stands out as the sole UK study focused on the gamification of nuclear science and radiochemistry education, uniquely evaluating feedback from both students and teachers concurrently.

Journal of Chemical EducationVol. 102(1)
University of Southampton (GB)
Royal Society of Chemistry, Engineering and Physical Sciences Research Council
Openalex Percentile: Top 6%
Educational Games and Gamification
3.95
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Decked Out for Success: A Novel Card Game to Support School Teaching of Radioactivity and Nuclear Science — Shaun D. Hemming, Sarah Elizabeth Lu, et al. · Journal of Chemical Education (2024) | TGRS Research Map | TGRS