Antunes, Maria RaquelMoreira, AuroraReis, Catarina Schreck2025-04-082025-04-082025-02-27Antunes, 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.n1.022975-8386http://hdl.handle.net/10437/15260The 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 labsapplication/pdfengopenAccessAUDIOVISUALGAME DESIGNBOARD GAMESEDUCATIONSUSTAINABILITYENVIRONMENTAL EDUCATIONSTEAMEDUCATIONAL GAMESAUDIOVISUALDESIGN DE JOGOSJOGOS DE TABULEIROEDUCAÇÃOSUSTENTABILIDADEEDUCAÇÃO AMBIENTALJOGOS EDUCATIVOSSDG 12 - Responsible Consumption and ProductionInternational Journal of Games and Social Impact, Vol. 3, Nº. 1 (2025)Board games on the path to environmental education for sustainabilityarticlehttps://doi.org/10.60543/ijgsi.v3.n1.02