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| Title: | The design of a board game-based experiential learning intervention to enhance climate change knowledge retention among high school students | Authors: | Qaiser, A Ali Khan, RS Karim, RM Park, H Tufail, M |
Issue Date: | 2026 | Source: | The journal of experiential education, First published online April 13, 2026, OnlineFirst, https://doi.org/10.1177/10538259261442438 | Abstract: | Background: Although game-based learning (GBL) is effective in STEM, its use in climate change education is still limited. This is critical because current educational efforts for younger generations often emphasize transient, non-experiential approaches, leaving them unaware of how unsustainable practices reinforce climate change factors. Purpose: We address this gap by developing a board game based on experiential learning theory (ELT) that simulates key climate change factors and compares its efficacy to traditional lectures. Method: We employed a mixed-methods approach: focus group interviews with 16 science teachers and a three-week learning assessment study with 32 high school students divided equally into GBL and lecture-based groups. Findings: Teachers confirmed the game's value in teaching climate causes and effects while reporting a lack of practical solution-based learning in the standard curriculum. The GBL group achieved 33% higher knowledge retention, participated in solution debates during 92% of sessions (compared to 12% in lectures), and exhibited iterative strategy changes, demonstrating ELT's ‘active experimentation’ phase. The game's mechanics, such as cause-effect cards and solution coins, effectively translated abstract concepts into tangible understanding. Implications: ELT-integrated GBL significantly outperforms lectures in retention and engagement, offering a viable model for effective climate change education in resource-constrained contexts. |
Keywords: | Board game Climate change education Experiential learning Game-based learning |
Publisher: | Sage Publications, Inc. | Journal: | The journal of experiential education | ISSN: | 1053-8259 | EISSN: | 2169-009X | DOI: | 10.1177/10538259261442438 | Rights: | © The Authors 2026 This article is distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 License (https://creativecommons.org/licenses/by-nc/4.0/) which permits non-commercial use, reproduction and distribution of the work without further permission provided the original work is attributed as specified on the SAGE and Open Access page (https://us.sagepub.com/en-us/nam/open-access-at-sage). The following publication Qaiser, A., Ali Khan, R. S., Karim, R. M., Park, H., & Tufail, M. (2026). The Design of a Board Game-Based Experiential Learning Intervention to Enhance Climate Change Knowledge Retention Among High School Students. Journal of Experiential Education, 0(0) is available at https://doi.org/10.1177/10538259261442438. |
| Appears in Collections: | Journal/Magazine Article |
Files in This Item:
| File | Description | Size | Format | |
|---|---|---|---|---|
| Qaiser_Design_Board_Game-based.pdf | 2.21 MB | Adobe PDF | View/Open |
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