Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/118470
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dc.contributorSchool of Designen_US
dc.creatorQaiser, Aen_US
dc.creatorAli Khan, RSen_US
dc.creatorKarim, RMen_US
dc.creatorPark, Hen_US
dc.creatorTufail, Men_US
dc.date.accessioned2026-04-15T02:24:57Z-
dc.date.available2026-04-15T02:24:57Z-
dc.identifier.issn1053-8259en_US
dc.identifier.urihttp://hdl.handle.net/10397/118470-
dc.language.isoenen_US
dc.publisherSage Publications, Inc.en_US
dc.rights© The Authors 2026en_US
dc.rightsThis 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).en_US
dc.rightsThe 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.en_US
dc.subjectBoard gameen_US
dc.subjectClimate change educationen_US
dc.subjectExperiential learningen_US
dc.subjectGame-based learningen_US
dc.titleThe design of a board game-based experiential learning intervention to enhance climate change knowledge retention among high school studentsen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.doi10.1177/10538259261442438en_US
dcterms.abstractBackground: 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.en_US
dcterms.abstractPurpose: 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.en_US
dcterms.abstractFindings: 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.en_US
dcterms.abstractImplications: ELT-integrated GBL significantly outperforms lectures in retention and engagement, offering a viable model for effective climate change education in resource-constrained contexts.en_US
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationThe journal of experiential education, First published online April 13, 2026, OnlineFirst, https://doi.org/10.1177/10538259261442438en_US
dcterms.isPartOfThe journal of experiential educationen_US
dcterms.issued2026-
dc.identifier.eissn2169-009Xen_US
dc.description.validate202604 bcchen_US
dc.description.oaVersion of Recorden_US
dc.identifier.FolderNumbera4375, OA_TA-
dc.identifier.SubFormID52659-
dc.description.fundingSourceSelf-fundeden_US
dc.description.pubStatusEarly releaseen_US
dc.description.TASage (2026)en_US
dc.description.oaCategoryTAen_US
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