Introducing Game Jams for Ecology and Citizenship Education in High School Classes

Luana Silveri
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 In Italy GBL is not systematically used as a didactic tool, especially in secondary school and game jamming is not well known nor used. A set of specifically designed game jam events called (EcoGJ - the game jam for ecology) were implemented in Italy during the 2022/2023 school year. The game jam format was designed to promote the discourse about climate change and ecosystems, and implemented to demonstrate how a more student-centred didactic approach can be used at school to foster collaboration and team working skills.
 Students in the 15-16 target age from different high schools have been involved in the EcoGJ format. Outcomes have been recorded with a survey and with on-field notes. Preliminary results show as game jams had a positive impact on students, encouraging them to use critical thinking and team working as well as activating them in discussing ecology and climate change issues. Notwithstanding, some critical points emerged both for students in terms of engagement and knowledge. It seems that game jams can be a valid working method to teach and learn new skills, as well as increase students’ self-confidence and their desire to learn more about complex issues such as climate change. Further explorations are needed to find the most adequate way to introduce game jamming in high school and the best format to use these events in the most effective way to foster students’ engagement in learning and to help them in deepening their scientific-based knowledge in ecology and climate change.","PeriodicalId":406917,"journal":{"name":"European Conference on Games Based Learning","volume":"45 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"European Conference on Games Based Learning","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.34190/ecgbl.17.1.1614","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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Abstract

This paper deals with the preliminary results of some applied game jam events integrated with the Citizenship and Civic education project in some Italian high schools. In Italy GBL is not systematically used as a didactic tool, especially in secondary school and game jamming is not well known nor used. A set of specifically designed game jam events called (EcoGJ - the game jam for ecology) were implemented in Italy during the 2022/2023 school year. The game jam format was designed to promote the discourse about climate change and ecosystems, and implemented to demonstrate how a more student-centred didactic approach can be used at school to foster collaboration and team working skills. Students in the 15-16 target age from different high schools have been involved in the EcoGJ format. Outcomes have been recorded with a survey and with on-field notes. Preliminary results show as game jams had a positive impact on students, encouraging them to use critical thinking and team working as well as activating them in discussing ecology and climate change issues. Notwithstanding, some critical points emerged both for students in terms of engagement and knowledge. It seems that game jams can be a valid working method to teach and learn new skills, as well as increase students’ self-confidence and their desire to learn more about complex issues such as climate change. Further explorations are needed to find the most adequate way to introduce game jamming in high school and the best format to use these events in the most effective way to foster students’ engagement in learning and to help them in deepening their scientific-based knowledge in ecology and climate change.
在高中课堂中引入生态与公民教育的游戏jam
本文讨论了意大利一些高中与公民与公民教育项目相结合的应用游戏jam活动的初步结果。 在意大利,GBL并没有被系统地用作教学工具,特别是在中学,游戏干扰并不为人所知,也没有被使用。在2022/2023学年,意大利实施了一系列特别设计的游戏jam活动(EcoGJ -生态游戏jam)。游戏jam的形式旨在促进关于气候变化和生态系统的讨论,并展示如何在学校使用以学生为中心的教学方法来培养合作和团队合作技能。 来自不同高中的15-16岁目标年龄的学生参与了EcoGJ模式。通过调查和现场笔记记录了结果。初步结果显示,游戏jam对学生产生了积极的影响,鼓励他们运用批判性思维和团队合作,并激发他们讨论生态和气候变化问题。尽管如此,学生在参与和知识方面都出现了一些关键点。游戏jam似乎可以成为教授和学习新技能的有效方法,还可以增强学生的自信心,增强他们对气候变化等复杂问题的学习欲望。需要进一步探索在高中引入游戏干扰的最适当方式和最佳形式,以最有效的方式利用这些事件来促进学生的学习参与,并帮助他们加深他们在生态学和气候变化方面的科学知识。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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