The Design of a Board Game-Based Experiential Learning Intervention to Enhance Climate Change Knowledge Retention Among High School Students

Background: Although game-based learning (GBL) is effective in STEM, its use in climate change education is still limited. This is critical because current educational efforts for younger generations often emphasize transient, non-experiential approaches, leaving them unaware of how unsustainable practices reinforce climate change factors. Purpose: We address this gap by developing a board game based on experiential learning theory (ELT) that simulates key climate change factors and compares its efficacy to traditional lectures. Method: We employed a mixed-methods approach: focus group interviews with 16 science teachers and a three-week learning assessment study with 32 high school students divided equally into GBL and lecture-based groups. Findings: Teachers confirmed the game's value in teaching climate causes and effects while reporting a lack of practical solution-based learning in the standard curriculum. The GBL group achieved 33% higher knowledge retention, participated in solution debates during 92% of sessions (compared to 12% in lectures), and exhibited iterative strategy changes, demonstrating ELT's ‘active experimentation’ phase. The game's mechanics, such as cause-effect cards and solution coins, effectively translated abstract concepts into tangible understanding. Implications: ELT-integrated GBL significantly outperforms lectures in retention and engagement, offering a viable model for effective climate change education in resource-constrained contexts.

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Publication Details

Journal
Journal of Experiential Education
Published
2026-04-13
DOI
https://doi.org/10.1177/10538259261442438
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

The Design of a Board Game-Based Experiential Learning Intervention to Enhance Climate Change Knowledge Retention Among High School Students

Raja Mubashar Karim, Rabia Khan, Aleena Qaiser, Muhammad Tufail et al.
Journal of Experiential Education
Educational Games and Gamification
article

The Design of a Board Game-Based Experiential Learning Intervention to Enhance Climate Change Knowledge Retention Among High School Students

Raja Mubashar Karim, Rabia Khan, Aleena Qaiser, Muhammad Tufail, Hyunyim Park
article en

Abstract

Background: Although game-based learning (GBL) is effective in STEM, its use in climate change education is still limited. This is critical because current educational efforts for younger generations often emphasize transient, non-experiential approaches, leaving them unaware of how unsustainable practices reinforce climate change factors. Purpose: We address this gap by developing a board game based on experiential learning theory (ELT) that simulates key climate change factors and compares its efficacy to traditional lectures. Method: We employed a mixed-methods approach: focus group interviews with 16 science teachers and a three-week learning assessment study with 32 high school students divided equally into GBL and lecture-based groups. Findings: Teachers confirmed the game's value in teaching climate causes and effects while reporting a lack of practical solution-based learning in the standard curriculum. The GBL group achieved 33% higher knowledge retention, participated in solution debates during 92% of sessions (compared to 12% in lectures), and exhibited iterative strategy changes, demonstrating ELT's ‘active experimentation’ phase. The game's mechanics, such as cause-effect cards and solution coins, effectively translated abstract concepts into tangible understanding. Implications: ELT-integrated GBL significantly outperforms lectures in retention and engagement, offering a viable model for effective climate change education in resource-constrained contexts.

Journal of Experiential Education
Hong Kong Polytechnic University (HK), University of Michigan (US), National University of Sciences and Technology (PK)
Climate action
Openalex Percentile: Top 15%
Educational Games and Gamification
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