Abstract
As the ecological threat to the long-term viability of human society has become more apparent, colleges and universities across the world have pledged their support for sustainability, using a mix of formal and informal approaches across curricular and non-curricular settings. Games should be prioritized among the various educational tools for sustainable development. A growing body of scholarship shows how game-based learning encourages metacognition, problem-solving, systems thinking, engagement, motivation, learning outcomes, and even emotional intelligence. This paper introduces a framework, called the Green Game Frame (GGF), that can be used to identify and select games to educate about sustainable development. The GGF visually represents how a sustainability game might create conditions that facilitate a switch from a sender-receiver model of education to a more interactive learner-centered approach. The GGF model draws on transdisciplinary research from multiple fields to identify essential variables in an effective game that will create the conditions for participants to be receptive to learn and engage in sustainability. This is demonstrated by using the GGF as an assessment tool to evaluate two sample games, Catan: Global Warming and New Shores: A Game for Democracy. This analysis will be useful to anyone who wishes to consider the use of games in educational contexts to teach about complex ecological problems and sustainability.
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Boragine, L.H. (2023). Roll the Dice: Using Game-Based Learning to Teach Sustainability in Higher Education. In: Leal Filho, W., Lange Salvia, A., Pallant, E., Choate, B., Pearce, K. (eds) Educating the Sustainability Leaders of the Future. World Sustainability Series. Springer, Cham. https://doi.org/10.1007/978-3-031-22856-8_4
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