Abstract
Purpose: This study aims to enhance integration of game-based learning (GBL) as a tool for conveying intricate circular economy (CE) concepts effectively into international and interdisciplinary higher education collaborations for the development of sustainable communities. Design/methodology/approach: A series of game-based workshops by the Circular EELISA Community of the EELISA European University program were examined in terms of their compliance with literature-based GBL characteristics and their international, interdisciplinary and online conduct. An online survey conducted with 17 workshop and/or challenge organizers from four participating universities in different countries revealed expert experiences and perceptions on these points. Findings: It was found that sensory elements, rewards and game choice enhanced engagement and motivation in all gamification, serious game and storytelling experiences, and that a combination of multiple GBL approaches was more effective than a single-method challenge design. Diversity-friendly collaboration, cooperation and immersion were particularly important when involving culturally and disciplinarily diverse participants. Practical implications: This study offers practical recommendations to improve both the performance of GBL-based learning environments in current and future education alliances and collaborations and the potential of GBL approaches to motivate youth to contribute to more sustainable communities across and beyond Europe. Originality/value: The findings underscore the value of innovative pedagogical methods in shaping environmentally conscious mindsets and practices across institutions of higher education. To that end, this is the first study that investigates GBL in CE education with implications for international university cooperation.
Original language | English |
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Pages (from-to) | 378-396 |
Number of pages | 19 |
Journal | International Journal of Sustainability in Higher Education |
Volume | 25 |
Issue number | 9 |
DOIs | |
Publication status | Published - 2024 |
Bibliographical note
Publisher Copyright:© 2024, Imge Akcakaya Waite, Aysegul Akcay Kavakoglu, Lacramioara Diana Robescu, Diana Mariana Cocarta and Liana Ioana Vuta.
Keywords
- Circular economy
- CIRCULAR IN PLAY project
- EELISA European University
- Game-based learning
- Higher education alliances