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Intelligent Technologies for Interactive Entertainment. 14th EAI International Conference, INTETAIN 2023, Lucca, Italy, November 27, 2023, Proceedings

Research Article

Exploring the Effectiveness of Game-Based Learning in Teaching the 2030 Agenda to Middle School Students

Cite
BibTeX Plain Text
  • @INPROCEEDINGS{10.1007/978-3-031-55722-4_2,
        author={Pietro Cappelli and Christian Tarchi and Leonardo Boncinelli},
        title={Exploring the Effectiveness of Game-Based Learning in Teaching the 2030 Agenda to Middle School Students},
        proceedings={Intelligent Technologies for Interactive Entertainment. 14th EAI International Conference, INTETAIN 2023, Lucca, Italy, November 27, 2023, Proceedings},
        proceedings_a={INTETAIN},
        year={2024},
        month={3},
        keywords={Gamification argumentation and counter-argumentation skills 2030 Agenda},
        doi={10.1007/978-3-031-55722-4_2}
    }
    
  • Pietro Cappelli
    Christian Tarchi
    Leonardo Boncinelli
    Year: 2024
    Exploring the Effectiveness of Game-Based Learning in Teaching the 2030 Agenda to Middle School Students
    INTETAIN
    Springer
    DOI: 10.1007/978-3-031-55722-4_2
Pietro Cappelli1,*, Christian Tarchi2, Leonardo Boncinelli3
  • 1: Psychological Sciences and Techniques, Majoring in Developmental Psychology
  • 2: Developmental and Educational Psychology, Department of Education, Languages, Interculture, Literatures and Psychology
  • 3: Economic Policy Department of Economics and Business
*Contact email: pietro.cappelli@unifi.it

Abstract

This experimental research aimed to investigate the use of a board game for improving argumentation and counter-argumentation skills related to the 2030 Agenda in middle school students. The study involved two different classroom conditions, one where a board game was used, and another where a frontal lesson was held using slides. Pre-test and post-test questionnaires were administered to investigate the students’ interest and knowledge of the 2030 Agenda before and after the experience. Each student was then asked to write an argumentative essay, about their favorite topic of the 2030 Agenda, illustrating the reasons why it was important for them.

The results showed that the board game condition led to higher interest and better learning outcomes than the frontal lesson condition, but both conditions showed significant improvement in interest and knowledge of the 2030 Agenda. This highlights the importance of developing argumentative and counter-argumentative skills in middle school students and the potential of games as practical tools to make learning more engaging and effective.

The findings also suggest that there should be a synergy between traditional teaching approaches and innovative approaches such as games to improve learning outcomes. Future research could explore the long-term effects of such interventions and the potential of games for improving other soft skills in students. Overall, this study contributes to the growing literature on the effectiveness of games for education and highlights the importance of incorporating innovative approaches in education to improve learning outcomes.

Keywords
Gamification argumentation and counter-argumentation skills 2030 Agenda
Published
2024-03-23
Appears in
SpringerLink
http://dx.doi.org/10.1007/978-3-031-55722-4_2
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