Beyond the Board and into the Classroom: CATAN - New Energies' Potential for Climate Education

Incorporating climate change and sustainability into higher education is essential for developing future leaders with the attitudinal, conceptual, and procedural competencies needed to tackle climate challenges and work toward a sustainable future. However, traditional teaching methods often fail to fully engage students with the complexities and transdisciplinary nature of climate science. Gamification presents an innovative approach, as explored in CATAN - New Energies, a board game designed to incorporate climate dynamics and the energy-carbon nexus concept. Through realistic gameplay, students explore trade-offs between urban growth, fossil fuels, and renewable energy while encountering events that mirror real-world climate impacts. Initial evaluations with focus groups suggest that gameplay enhances engagement and influences attitudes, with outcomes varying based on students' familiarity with climate change concepts or their proficiency in board game strategy. These findings validate the use of CATAN - New Energies alongside an evaluation instrument as an effective approach for teaching sustainability concepts. Furthermore, they underscore the potential of gamification to deepen understanding of climate issues and promote sustainable thinking among undergraduate students.

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Publication Details

Published
2025-04-22
DOI
https://doi.org/10.1109/educon62633.2025.11016501
Citations
1
Primary Topic
Engineering Education and Pedagogy
Type
article
Field-Weighted Citation Impact
9.49
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article

Beyond the Board and into the Classroom: CATAN - New Energies' Potential for Climate Education

Martín Esteban González‐López, Paloma Barajas-Álvarez, Misael Sebastián Gradilla‐Hernández, Daniela Lozano-Medina
1 citations
Engineering Education and Pedagogy
9.49
article

Beyond the Board and into the Classroom: CATAN - New Energies' Potential for Climate Education

Martín Esteban González‐López, Paloma Barajas-Álvarez, Misael Sebastián Gradilla‐Hernández, Daniela Lozano-Medina
article en
1 citations

Abstract

Incorporating climate change and sustainability into higher education is essential for developing future leaders with the attitudinal, conceptual, and procedural competencies needed to tackle climate challenges and work toward a sustainable future. However, traditional teaching methods often fail to fully engage students with the complexities and transdisciplinary nature of climate science. Gamification presents an innovative approach, as explored in CATAN - New Energies, a board game designed to incorporate climate dynamics and the energy-carbon nexus concept. Through realistic gameplay, students explore trade-offs between urban growth, fossil fuels, and renewable energy while encountering events that mirror real-world climate impacts. Initial evaluations with focus groups suggest that gameplay enhances engagement and influences attitudes, with outcomes varying based on students' familiarity with climate change concepts or their proficiency in board game strategy. These findings validate the use of CATAN - New Energies alongside an evaluation instrument as an effective approach for teaching sustainability concepts. Furthermore, they underscore the potential of gamification to deepen understanding of climate issues and promote sustainable thinking among undergraduate students.

Tecnológico de Monterrey (MX)
Climate action
Openalex Percentile: Top 3%
Engineering Education and Pedagogy
9.49
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Beyond the Board and into the Classroom: CATAN - New Energies' Potential for Climate Education — Martín Esteban González‐López, Paloma Barajas-Álvarez, et al. · (2025) | TGRS Research Map | TGRS