Are you game for Climate Action? Lessons for STEAM education from developing the built environment climate literacy board game CLIMANIA through youth-led co-design: Third International STEAM Conference 2022

Simeon Shtebunaev, Claudia Carter

    Research output: Contribution to conferencePaper

    Abstract

    The Climate Action Game project used a co-design method to develop a board game ? CLIMANIA, focusing on climate research/action in the built environment. Climate change adaptation and mitigation in the built environment, while being researched, are not yet at the forefront of policy, public awareness or action (Harrop, 2018); for example, public awareness about the amount of carbon that buildings use and produce appears low. The aim was to co-design an action research game using a transdisciplinary STEAM-like approach. The output focused on climate education in the built environment which can be used as a teaching tool and as a community game by young people to understand how their local built environment can adapt and help achieve the climate targets set by the Paris Climate Agreement/COPs. In the process of co-design, the project tested the awareness of young people regarding the impact of built environment on the climate crisis. It also explored young people?s preferences in built environment climate related issues and explored critical and creative approaches to public education.
    Original languageEnglish
    Publication statusPublished (VoR) - 22 Oct 2022

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