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Game-based learning about the circular economy in building sustainable communities: a case of international and interdisciplinary university collaboration
by
Robescu, Lacramioara Diana
, Akcay Kavakoglu, Aysegul
, Cocarta, Diana Mariana
, Vuta, Liana Ioana
, Waite, Imge Akcakaya
in
Alliances
/ Case studies
/ Circular economy
/ Cognitive Objectives
/ Collaboration
/ Colleges & universities
/ Conventional Instruction
/ Cooperation
/ Cooperative Learning
/ Design
/ Education
/ Educational Environment
/ Educational Games
/ Educational Methods
/ Engineering Education
/ Feedback
/ Game Based Learning
/ Games
/ Gamification
/ Higher education
/ Higher education institutions
/ Influence of Technology
/ Interdisciplinary Approach
/ Interdisciplinary aspects
/ Learner Engagement
/ Learning
/ Learning Activities
/ Literature Reviews
/ Outcomes of Education
/ Research Design
/ School environment
/ Story Telling
/ Student Characteristics
/ Student Motivation
/ Sustainability
/ Sustainable development
/ University program
/ University students
/ Workshops
2024
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Game-based learning about the circular economy in building sustainable communities: a case of international and interdisciplinary university collaboration
by
Robescu, Lacramioara Diana
, Akcay Kavakoglu, Aysegul
, Cocarta, Diana Mariana
, Vuta, Liana Ioana
, Waite, Imge Akcakaya
in
Alliances
/ Case studies
/ Circular economy
/ Cognitive Objectives
/ Collaboration
/ Colleges & universities
/ Conventional Instruction
/ Cooperation
/ Cooperative Learning
/ Design
/ Education
/ Educational Environment
/ Educational Games
/ Educational Methods
/ Engineering Education
/ Feedback
/ Game Based Learning
/ Games
/ Gamification
/ Higher education
/ Higher education institutions
/ Influence of Technology
/ Interdisciplinary Approach
/ Interdisciplinary aspects
/ Learner Engagement
/ Learning
/ Learning Activities
/ Literature Reviews
/ Outcomes of Education
/ Research Design
/ School environment
/ Story Telling
/ Student Characteristics
/ Student Motivation
/ Sustainability
/ Sustainable development
/ University program
/ University students
/ Workshops
2024
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Do you wish to request the book?
Game-based learning about the circular economy in building sustainable communities: a case of international and interdisciplinary university collaboration
by
Robescu, Lacramioara Diana
, Akcay Kavakoglu, Aysegul
, Cocarta, Diana Mariana
, Vuta, Liana Ioana
, Waite, Imge Akcakaya
in
Alliances
/ Case studies
/ Circular economy
/ Cognitive Objectives
/ Collaboration
/ Colleges & universities
/ Conventional Instruction
/ Cooperation
/ Cooperative Learning
/ Design
/ Education
/ Educational Environment
/ Educational Games
/ Educational Methods
/ Engineering Education
/ Feedback
/ Game Based Learning
/ Games
/ Gamification
/ Higher education
/ Higher education institutions
/ Influence of Technology
/ Interdisciplinary Approach
/ Interdisciplinary aspects
/ Learner Engagement
/ Learning
/ Learning Activities
/ Literature Reviews
/ Outcomes of Education
/ Research Design
/ School environment
/ Story Telling
/ Student Characteristics
/ Student Motivation
/ Sustainability
/ Sustainable development
/ University program
/ University students
/ Workshops
2024
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Game-based learning about the circular economy in building sustainable communities: a case of international and interdisciplinary university collaboration
Journal Article
Game-based learning about the circular economy in building sustainable communities: a case of international and interdisciplinary university collaboration
2024
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Overview
Purpose
This study aims to enhance integration of game-based learning (GBL) as a tool for conveying intricate circular economy (CE) concepts effectively into international and interdisciplinary higher education collaborations for the development of sustainable communities.
Design/methodology/approach
A series of game-based workshops by the Circular EELISA Community of the EELISA European University program were examined in terms of their compliance with literature-based GBL characteristics and their international, interdisciplinary and online conduct. An online survey conducted with 17 workshop and/or challenge organizers from four participating universities in different countries revealed expert experiences and perceptions on these points.
Findings
It was found that sensory elements, rewards and game choice enhanced engagement and motivation in all gamification, serious game and storytelling experiences, and that a combination of multiple GBL approaches was more effective than a single-method challenge design. Diversity-friendly collaboration, cooperation and immersion were particularly important when involving culturally and disciplinarily diverse participants.
Practical implications
This study offers practical recommendations to improve both the performance of GBL-based learning environments in current and future education alliances and collaborations and the potential of GBL approaches to motivate youth to contribute to more sustainable communities across and beyond Europe.
Originality/value
The findings underscore the value of innovative pedagogical methods in shaping environmentally conscious mindsets and practices across institutions of higher education. To that end, this is the first study that investigates GBL in CE education with implications for international university cooperation.
Publisher
Emerald Publishing Limited,Emerald Group Publishing Limited
Subject
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