Beyond the Board and into the Classroom: CATAN - New Energies' Potential for Climate Education
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Incorporating climate change and sustainability into higher education is essential for developing future leaders with the attitudinal, conceptual, and procedural competencies needed to tackle climate challenges and work toward a sustainable future. However, traditional teaching methods often fail to fully engage students with the complexities and transdisciplinary nature of climate science. Gamification presents an innovative approach, as explored in CATAN - New Energies, a board game designed to incorporate climate dynamics and the energy-carbon nexus concept. Through realistic gameplay, students explore trade-offs between urban growth, fossil fuels, and renewable energy while encountering events that mirror real-world climate impacts. Initial evaluations with focus groups suggest that gameplay enhances engagement and influences attitudes, with outcomes varying based on students' familiarity with climate change concepts or their proficiency in board game strategy. These findings validate the use of CATAN - New Energies alongside an evaluation instrument as an effective approach for teaching sustainability concepts. Furthermore, they underscore the potential of gamification to deepen understanding of climate issues and promote sustainable thinking among undergraduate students. © 2025 IEEE.
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