Empowering Digital Storytelling: Fostering Environmental Awareness and Inspiring Sustainable Action Across Cultures and Generations

Authors

  • Michela Tramonti European Training and Research for a Cooperation Key to Business (EU-Track), Viale Europa, 95, Terracina, Italy
  • Alden Meirzhanovich Dochshanov European Training and Research for a Cooperation Key to Business (EU-Track), Viale Europa, 95, Terracina, Italy
  • Luigi Tramonti European Training and Research for a Cooperation Key to Business (EU-Track), Viale Europa, 95, Terracina, Italy

DOI:

https://doi.org/10.55630/dipp.2024.14.3

Keywords:

STEM Education, Digital Transformation, Game-based Learning, Environmental Sustainability, Collaborative Learning

Abstract

Nowadays, European education faces challenges like declining STEM interest, digital transformation needs, and climate change urgency. In response, the BIG GAME project integrates digital storytelling and game-based learning to foster STEM interest, enhance digital literacy, and address environmental issues through collaborative, scenario-based learning among secondary school students. This article introduces the project's innovative approach.

References

Bacovic, M., Andrijasevic Z., & B. Pejovic (2022) STEM Education and Growth in Europe. Journal of the Knowledge Economy, 13, 2348-2371. https://doi.org/10.1007/s13132-021-00817-7

Bertrand, M. G., & Namukasa, I. K. (2020). STEAM education: student learning and transferable skills. Journal of Research in Innovative Teaching & Learning, 13 (1), 43–56. https://doi.org/10.1108/JRIT-01-2020-0003

Chaminade, C., & Lundvall, B.-Å. (2019). Science, technology, and innovation policy: old patterns and new challenges. In Oxford research encyclopedia of business and management. Oxford University Press. https://doi.org/10.1093/acrefore/9780190224851.013.179

Cheung, S. Y., & Ng, K. Y. (2021). Application of the educational game to enhance student learning. Frontiers in Education, 6, Article 623793. https://doi.org/10.3389/feduc.2021.623793

Fernando, S. Y., & Marikar, F. M. (2017). Constructivist teaching/learning theory and participatory teaching methods. Journal of Curriculum and Teaching, 6 (1), 110–122. https://doi.org/10.5430/jct.v6n1p110

Frydenberg, M., & Andone, D. (2016). Creating micro-videos to demonstrate technology learning and digital literacy. Interactive Technology and Smart Education, 13 (4), 261–273. https://doi.org/10.1108/ITSE-09-2016-0030

Giang, N. T. H., Hai, P. T. T., Tu, N. T. T., & Tan, P. X. (2021). Exploring the Readiness for Digital Transformation in a Higher Education Institution towards Industrial Revolution 4.0. International Journal of Engineering Pedagogy (IJEP), 11 (2), 4–24. https://doi.org/10.3991/ijep.v11i2.17515

Huang, W., Roscoe, R. D., Johnson ‑ Glenberg, M. C., & Craig, S. D. (2020). Motivation, engagement, and performance across multiple virtual reality sessions and levels of immersion. Journal of Computer Assisted Learning. https://doi.org/10.1111/jcal.12520

Hunt L, Tkach N, Kaushansky L, Benz Scott L. (2020). Analysis of an Interprofessional Experiential Learning Program Utilizing the Case of Henrietta Lacks. Pedagogy in Health Promotion, 6 (3), 203-211. https://doi.org/10.1177/2373379919875750

Imran, H. (2019). Evaluation of awarding badges on Student’s engagement in Gamified e-learning systems. Smart Learning Environments, 6 (1), 17. https://doi.org/10.1186/s40561-019-0093-2

Jantakoon, T., Wannapiroon, P., & Nilsook, P. (2019). Synthesis of framework of virtual immersive learning environments (viles) based on digital storytelling to enhance deeper learning for undergraduate students. International Education Studies, 12 (4), 198. https://doi.org/10.5539/ies.v12n4p198

Khaleel, F. L., Sahari@Ashaari, N., Tengku Wook, T. S. M., & Ismail, A. (2016). Gamification elements for learning applications. International Journal on Advanced Science, Engineering and Information Technology, 6 (6), 868–874. https://doi.org/10.18517/ijaseit.6.6.1379

Llorens-Largo, F., Gallego-Duran, F. J., Villagra-Arnedo, C. J., Compan-Rosique, P., Satorre-Cuerda, R., & Molina-Carmona, R. (2016). Gamification of the learning process: lessons learned. IEEE Revista Iberoamericana de Tecnologias Del Aprendizaje, 11 (4), 227–234. https://doi.org/10.1109/RITA.2016.2619138

Mačiulytė - Šniukienė, A., & Sekhniashvili, D. (2021). The eco-innovation impact on economic and environmental performance of EU Member States. Journal Business, Management and Economics Engineering, 19 (02), 212–228. https://doi.org/10.3846/bmee.2021.14497

O’Byrne, W. I., & Pytash, K. E. (2015). Hybrid and blended learning. Journal of Adolescent & Adult Literacy, 59 (2), 137–140. https://doi.org/10.1002/jaal.463

Parno, Yuliati, L., Munfaridah, N., Ali, M., Rosyidah, F. U. N., & Indrasari, N. (2020). The effect of project based learning-STEM on problem solving skills for students in the topic of electromagnetic induction. Journal of Physics: Conference Series, 1521(2), 022025. https://doi.org/10.1088/1742-6596/1521/2/022025

Pyper, J. S. (2017). Learning About Ourselves: A Review of The Mathematics Teacher in the Digital Era. Canadian Journal of Science, Mathematics and Technology Education, 17 (3), 234–242. https://doi.org/10.1080/14926156.2017.1297509

Roosta, F., Taghiyareh, F., & Mosharraf, M. (2016). Personalization of gamificationelements in an e-learning environment based on learners’ motivation. 2016 8th International Symposium on Telecommunications (IST), 637–642. https://doi.org/10.1109/ISTEL.2016.7881899

Stevenson, R. B., Nicholls, J., & Whitehouse, H. (2017). What is climate change education? Curriculum Perspectives, 37 (1), 67–71. https://doi.org/10.1007/s41297-017-0015-9

Triantafyllou, E., & Timcenko, O. (2014). Technology-Enhanced Mathematics Education for Creative Engineering Studies. 2014 IEEE 14th International Conference on Advanced Learning Technologies, 777–779. https://doi.org/10.1109/ICALT.2014.228

Vukšić, V. B., Ivančić, L., & Vugec, D. S. (2018). A Preliminary Literature Review Of Digital Transformation Case Studies. Zenodo. https://doi.org/10.5281/zenodo.1474581

Wang, C., & Shao, Q. (2016). Engaging Students in Learning Science and Technology Using Students-Generated Educational Videos. 2016 IEEE 16th International Conference on Advanced Learning Technologies (ICALT), 270–274. https://doi.org/10.1109/ICALT.2016.52

Wang, S., & Zhan, H. (2010). Enhancing Teaching and Learning with Digital Storytelling. International Journal of Information and Communication Technology Education, 6 (2), 76–87. https://doi.org/10.4018/jicte.2010040107

Zainuddin, Z., Shujahat, M., Haruna, H., & Chu, S. K. W. (2019). The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system. Computers & Education, 145, 103729. https://doi.org/10.1016/j.compedu.2019.103729

Zeverte-Rivza, S., P. Rivza & Gudele, I. (2023) Impact of Digitalisation and R&D on the Economies of EU Member States. In Proceedings of 22nd International Scientific Conference ENGINEERING FOR RURAL DEVELOPMENT, May 24-26, 2023, (413-418). https://www.iitf.lbtu.lv/conference/proceedings2023/Papers/TF088.pdf

Zou, D., Zhang, R., Xie, H., & Wang, F. L. (2021). Digital game-based learning of information literacy: Effects of gameplay modes on university students’ learning performance, motivation, self-efficacy and flow experiences. Australasian Journal of Educational Technology, 37 (2), 152–170. https://doi.org/10.14742/ajet.6682.

Downloads

Published

2024-09-05

How to Cite

Tramonti, M., Meirzhanovich Dochshanov, A., & Tramonti, L. (2024). Empowering Digital Storytelling: Fostering Environmental Awareness and Inspiring Sustainable Action Across Cultures and Generations. Digital Presentation and Preservation of Cultural and Scientific Heritage, 14, 45–52. https://doi.org/10.55630/dipp.2024.14.3

Most read articles by the same author(s)