Global lessons: a comparative analysis of nuclear gamification's impact in American and British students
The global nuclear skills shortage demands urgent educational investment, particularly for students aged 11-18. To help address this, we have introduced RAD Ratings, an interactive card game designed to improve the teaching of nuclear concepts to students, which includes subjects such as half-lives, types of radiation, and radionuclide applications. RAD Ratings has already been successfully piloted in the United Kingdom and in this paper, we present a comparison in selected American schools for the first time. Snapshot survey results show RAD Ratings improve interest in nuclear science and careers, offering insights into gamification's potential to improve engagement across different geographic locations.
Authors
- Shaun D. Hemming (ORCID: https://orcid.org/0000-0001-5826-8710)
- Sarah Elizabeth Lu (ORCID: https://orcid.org/0000-0003-0771-0454)
- Jamie M. Purkis (ORCID: https://orcid.org/0000-0002-6387-1220)
- Stephen P. LaMont
Institutions
- Los Alamos National Laboratory (US)
- University of New Mexico (US)
- University of Southampton (GB)
Publication Details
- Journal
- Journal of Radioanalytical and Nuclear Chemistry
- Published
- 2025-10-24
- DOI
- https://doi.org/10.1007/s10967-025-10455-x
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 0.00
Funders
- U.S. Department of Energy
- Royal Society
- Royal Society of Chemistry
- National Nuclear Security Administration
- Engineering and Physical Sciences Research Council
- Los Alamos National Laboratory