Board games on the path to environmental education for sustainability
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Data
2025-02-27
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Lusofona University
Resumo
The response to global Anthropocene challenges requires a reimagined science education, shifting its goal from supplying hu-man capital with skills and capabilities in specific areas toward educating scientifically literate citizens who can make informed sustainable choices (Gough, 2021; Luttenberger & Mandi?, 2022). Aiming to contribute to such change, this article explores the intersection of STEAM (Science, Technology, Engineering, Arts, and Mathematics) education and education for sustainability (EfS), emphasizing the need for innovative frameworks and tools to facilitate a transition toward a more sustainable future. As gamification emerges as a powerful mechanism for engaging learners, fostering scientific literacy, and driving sustainable practices, this article presents an original framework that leverages the synergies between these areas and supports the design of three STEAM educational board games addressing environmental education for sustainability.Keywords: education for sustainability; environmental education; board games; STEAM; living labs
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Palavras-chave
AUDIOVISUAL, GAME DESIGN, BOARD GAMES, EDUCATION, SUSTAINABILITY, ENVIRONMENTAL EDUCATION, STEAM, EDUCATIONAL GAMES, AUDIOVISUAL, DESIGN DE JOGOS, JOGOS DE TABULEIRO, EDUCAÇÃO, SUSTENTABILIDADE, EDUCAÇÃO AMBIENTAL, JOGOS EDUCATIVOS, SDG 12 - Responsible Consumption and Production, International Journal of Games and Social Impact, Vol. 3, Nº. 1 (2025)
Citação
Antunes, M R, Moreira, A & Reis, C S 2025, 'Board games on the path to environmental education for sustainability', International Journal of Games and Social Impact, vol. 3, no. 1, pp. 21-44. https://doi.org/10.60543/ijgsi.v3.n1.02