GAMIFICATION IN EDUCATION: TRANSFORMING SUSTAINABILITY LEARNING THROUGH THE ALL ABOARD PROJECT
A. Monteiro, D. Cardoso, M. Rodrigues, M. Reis
The objective of this virtual presentation is to emphasise the pedagogical innovation that can be achieved through gamification in education. To illustrate this point, the All Aboard: creating a community of green changemakers during childhood project approach will be presented.
All Aboard is an Erasmus+ KA2: Cooperation partnerships in school education project that began in October 2022 and will conclude in October 2024.
Drawing upon game-based learning to enhance environmental education, All Aboard aims to shift the focus from awareness-raising to the taking of action against climate change. It also aims to empower teachers and students with the knowledge and skills necessary to transform schools into educational hubs for Sustainable Development Goals (SDGs). To achieve these goals, several educational resources have been developed, all gravitating around the overarching need to revolutionise education, bringing it one step closer to the future.
Recognising the importance of a holistic approach to education, All Aboard encompasses the development and delivery of training for primary and lower-secondary school teachers in order to empower them in the use of the gamified tools, ensuring dynamic and impactful teaching and learning experiences that actively prepare children to become environmental changemakers.
Now being implemented in primary schools in Sweden, Portugal and Turkey, this project uses a student-centred approach to empower children as 'green changemakers'.
The main project result is the development of an innovative and inclusive pedagogic tool, the Green Changemakers GameBox which aims to support teachers in fostering a comprehensive understanding of sustainability among young students, equipping them with the knowledge and skills necessary to lead green change.
The Gamebox is an innovative e-learning platform that employs the principles of gamification to promote education for sustainability. The incorporation of games, quizzes, and animated videos transforms education into a dynamic experience, capturing students' interest and making learning about sustainability engaging. It helps students to develop critical thinking and problem-solving skills by immersing them in real-world environmental scenarios. The Gamebox motivates and inspires students to adopt sustainable practices, fostering a generation of green changemakers, equipped to address the challenges of an ever-changing world.
Being informed by extensive feedback from educators who participated in its testing phase, the GameBox is aligned with the educational needs of young learners, and grounds on an optimised usability, therefore positioning it as an effective tool for promoting interactive and impactful learning experiences.
In an ever-changing world, the urgency of rapidly moving towards sustainable approaches to education is evident, particularly given its significance as a fundamental aspect of social responsibility and citizenship. All Aboard is aligned with this objective, going beyond by promoting lifelong learning skills in accordance with the Sustainable Development Goals (SDGs) outlined in the United Nations 2030 Agenda [1]. The project acknowledges the role of schools as centres of lifelong learning within their communities and positions them as exemplars at the local, national, and international levels. Such actions serve to encourage others to adopt sustainable practices with a view to improving the health of the planet.
Keywords: Education, sustainability, gamification, active learning methodologies.