The goal of education for sustainable development is to develop future citizens who can make informed decision and take responsible action to solve the problem. The concept of action competence proposed by Jensen and Schnack in 1997, which emerges as a critical thought from traditional environmental education, gradually attracts the attention with the maturing on the idea of sustainability. This research aims to systematically analyse the peer-reviewed studies published between 1997 and 2017 that embraced the concept of action competence as the instructional approach. After coding 170 articles from two quality databases, some patterns emerge from the year of publication in the resulting 34 empirical studies. Findings on the research design, pathway of intervention, instructional setting, and learning outcome increase our understanding of action competence applied in the authentic context. There is a sharp increase on the inter-disciplinary topic of sustainable development. It reflects the influence of the intergovernmental agreement and the resilience of action competence from environmental education to education for sustainable development. Reviewed studies indicate that action-oriented and transformative pedagogy cultivate students to be active participants, empower their capability of deliberating the causes and effects, and construct their visions for finding strategies toward the problems.
1 September 2021 in Thinking Skills and Creativity
Examining and developing courses of education for sustainable development (ESD) is the goal of this study. Building on the theory of game-based learning, this study develops teaching strategies that employ board games for ESD. The design context of the board game, entitled “Be Blessed Taiwan”, is situated in the dilemma between biological conservation and economic development. It incorporates four core systemic concepts: the economy, policies, society, and ecology. Students from two high schools played the game for 200 min and 400 min, respectively (100 min per week). The study collected complete pre-game and post-game data from 34 high school students, including the test of scientific concepts, and gameplay results. The research results indicate that students’ test scores significantly increased after the gameplay with a medium effect size; specifically, a large effect on the dimension of biodiversity concepts and a medium effect on the dimension of biological conservation concepts. The analysis of students’ gameplay results shows the difficulty for high-school students to achieve all four ESD goals.
This article reports the design of a scientific board game, named “Element Enterprise Tycoon” (EET), which creates a scenario combining chemical elements, techniques, and products in daily life. The game cards are designed to motivate students not only to retrieve information about chemical elements, but also to be proficient in chemistry. Moreover, the game creates opportunities for group interactions and competitions to engage students in learning chemical elements as they do in regular science curricula. The EET has been field-tested with a group of middle school students to evaluate its applicability. Empirical data show that students improve their understanding of chemistry concepts with a median level of effect size. In particular, students achieve better performance in terms of chemistry-related technique concepts. The follow-up interviews reflect students’ positive feedback and attitudes toward science learning through board game playing and their willingness to continue to play the game. It is suggested that learning through science games can indeed help students learn new chemical knowledge.
17 October 2024 in International Journal of Science Education
The action competence approach to environmental education (EE), proposed by Jensen and Schnack (1997), marked a conceptual breakthrough by distinguishing action from mere behavior (Breiting and Mog...