TY - JOUR
T1 - Game-based learning about the circular economy in building sustainable communities
T2 - a case of international and interdisciplinary university collaboration
AU - Waite, Imge Akcakaya
AU - Akcay Kavakoglu, Aysegul
AU - Robescu, Lacramioara Diana
AU - Cocarta, Diana Mariana
AU - Vuta, Liana Ioana
N1 - Publisher Copyright:
© 2024, Imge Akcakaya Waite, Aysegul Akcay Kavakoglu, Lacramioara Diana Robescu, Diana Mariana Cocarta and Liana Ioana Vuta.
PY - 2024
Y1 - 2024
N2 - 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.
AB - 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.
KW - CIRCULAR IN PLAY project
KW - Circular economy
KW - EELISA European University
KW - Game-based learning
KW - Higher education alliances
UR - http://www.scopus.com/inward/record.url?scp=85206387801&partnerID=8YFLogxK
U2 - 10.1108/IJSHE-11-2023-0547
DO - 10.1108/IJSHE-11-2023-0547
M3 - Article
AN - SCOPUS:85206387801
SN - 1467-6370
VL - 25
SP - 378
EP - 396
JO - International Journal of Sustainability in Higher Education
JF - International Journal of Sustainability in Higher Education
IS - 9
ER -