Game on for Climate Action: Big Game Delivers Engaging STEM Learning

Author:

Tramonti Michela1ORCID,Dochshanov Alden Meirzhanovich1ORCID,Fiadotau Mikhail2,Grönlund Mikko3ORCID,Callaghan Peadar2ORCID,Ailincai Alina4,Marini Barbara5,Joenvaara Sari6,Maurer Liina7,Delle Donne Elisabetta8

Affiliation:

1. European Training and Research for a Key Cooperation to Business (EU-Track), 04019 Terracina, LT, Italy

2. School of Digital Technologies, Tallinn University, 10120 Tallinn, Estonia

3. Finland Futures Research Centre, Turku School of Economics, University of Turku, 20500 Turku, Finland

4. EuroEd Foundation, 700513 Iași, Romania

5. Istituto Comprensivo “Maria Montessori”, 91011 Alcamo, TP, Italy

6. Lyseo Peruskoulu Joensuu, 80100 Joensuu, Finland

7. Tartu International School MTÜ, 50409 Tartu, Estonia

8. Pixel, 50134 Firenze, FI, Italy

Abstract

A decline in European students’ interest in STEM subjects, exacerbated by the COVID-19 pandemic’s disruption of education, has raised concerns about the continent’s future workforce. To address this challenge, this study investigates the efficacy of the BIG GAME project methodology, a cooperative story-driven digital game approach designed to engage secondary students in collaborative environmental problem-solving. Implemented across Romania, Italy, Estonia, and Finland, this six-month study employed a mixed-methods design involving 62 teachers and 239 students in ten distinct game missions focused on environmental challenges. The quantitative results indicated significant improvements in students’ transversal skills (teamwork, communication, and critical thinking), as reported by over 75% of teachers. The qualitative data emphasised the value of structured peer review in developing students’ reflective practices. This research underscores the importance of teacher facilitation in game-based learning and problem-based simulations and highlights the potential of such methodologies to boost student engagement and environmental awareness. These findings suggest that the BIG GAME project approach could be a valuable tool for revitalising STEM education and cultivating future-ready citizens.

Funder

European Commission

Publisher

MDPI AG

Reference49 articles.

1. Pathways of interest and participation: How STEM-interested youth navigate a learning ecosystem;Shaby;Sci. Educ.,2021

2. Sternadel, D. (2021). The impact of COVID-19 on student learning outcomes across Europe: The challenges of distance education for all. NESET Ad Hoc Quest., 2.

3. Schleicher, A. (2020). The Impact of COVID-19 on Education: Insights from “Education at a Glance 2020”, OECD Publishing.

4. STEM education and growth in Europe;Bacovic;J. Knowl. Econ.,2022

5. Haesen, S., and Van De Put, E. (2024, May 27). STEAM Education in Europe: A Comparative Analysis Report. Available online: https://www.stemnetwork.eu/wp-content/uploads/sites/14/2020/09/STEM-Education-in-Europe-a-Comparative-Analysis-Report-Erasmus.pdf.

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