Engineering educational games for a sustainable society: play, learn and transform
Engineering educational games for a sustainable society: play, learn and transform
This book explores innovative approaches to educational game development, emphasizing practical solutions and transformative learning experiences. As learning increasingly converges with digital culture, game-based learning and serious games offer compelling ways to spark curiosity, cultivate systems thinking and resilience, and create inclusive, sustainable educational experiences.
The book is organized into three parts, Play, Learn, and Transform, which are deliberately interwoven, reflecting the fluid and iterative nature of game-based learning as a holistic approach to education and social change. First, Play advocates for a transformation in educational paradigms towards active, experiential, and playful learning methodologies. The four chapters showcase a variety of strategies to stimulate engagement, starting with hybrid settings and concluding with digital scenarios. Next, Learn delves into the intersection of educational game design and sustainability. Here, the chapters challenge conventional paradigms by introducing more-than-human perspectives, co-creative approaches, and immersive narratives. Lastly, Transform moves towards the broader societal impact of serious games, highlighting their potential in shaping policy, fostering inclusion, and enhancing public understanding of environmental and governance issues. The chapters in this part underscore how games engage diverse audiences and support collaborative learning and reveal how they can become platforms for collective inquiry, systemic reflection, and social change.
This book is intended for those committed to advancing education through purposeful play, whether being a researcher seeking theoretical insights, an educator designing a curriculum or a class intervention, or a developer building the next generation of educational tools. Collectively, the works in this volume reaffirm that game-based learning is not merely a pedagogical technique but a medium for meaningful exploration, practicing collaboration, and supporting transformative learning.
Game Design, Serious Games, Educational Games, Gamification, Transformative Learning, Interactive Learning Environments, E-Learning, Collaborative Learning, Sustainable Development Goals
Bucchiarone, Antonio
725ea4e4-cc11-4b58-8aea-11e8ee8a9f26
Rossi, Valentina
1fc2cde3-0329-4836-bab4-1d4cbd721d07
Wanick, Vanissa
d2941cae-269e-4672-b448-8cb93e22e89e
4 December 2025
Bucchiarone, Antonio
725ea4e4-cc11-4b58-8aea-11e8ee8a9f26
Rossi, Valentina
1fc2cde3-0329-4836-bab4-1d4cbd721d07
Wanick, Vanissa
d2941cae-269e-4672-b448-8cb93e22e89e
Bucchiarone, Antonio, Rossi, Valentina and Wanick, Vanissa
(eds.)
(2025)
Engineering educational games for a sustainable society: play, learn and transform
,
1 ed.
Switzerland.
Springer Cham, 280pp.
Abstract
This book explores innovative approaches to educational game development, emphasizing practical solutions and transformative learning experiences. As learning increasingly converges with digital culture, game-based learning and serious games offer compelling ways to spark curiosity, cultivate systems thinking and resilience, and create inclusive, sustainable educational experiences.
The book is organized into three parts, Play, Learn, and Transform, which are deliberately interwoven, reflecting the fluid and iterative nature of game-based learning as a holistic approach to education and social change. First, Play advocates for a transformation in educational paradigms towards active, experiential, and playful learning methodologies. The four chapters showcase a variety of strategies to stimulate engagement, starting with hybrid settings and concluding with digital scenarios. Next, Learn delves into the intersection of educational game design and sustainability. Here, the chapters challenge conventional paradigms by introducing more-than-human perspectives, co-creative approaches, and immersive narratives. Lastly, Transform moves towards the broader societal impact of serious games, highlighting their potential in shaping policy, fostering inclusion, and enhancing public understanding of environmental and governance issues. The chapters in this part underscore how games engage diverse audiences and support collaborative learning and reveal how they can become platforms for collective inquiry, systemic reflection, and social change.
This book is intended for those committed to advancing education through purposeful play, whether being a researcher seeking theoretical insights, an educator designing a curriculum or a class intervention, or a developer building the next generation of educational tools. Collectively, the works in this volume reaffirm that game-based learning is not merely a pedagogical technique but a medium for meaningful exploration, practicing collaboration, and supporting transformative learning.
This record has no associated files available for download.
More information
e-pub ahead of print date: 28 November 2025
Published date: 4 December 2025
Keywords:
Game Design, Serious Games, Educational Games, Gamification, Transformative Learning, Interactive Learning Environments, E-Learning, Collaborative Learning, Sustainable Development Goals
Identifiers
Local EPrints ID: 505665
URI: http://eprints.soton.ac.uk/id/eprint/505665
PURE UUID: 28cb0ec8-2038-4919-a56b-3b6be5a0161a
Catalogue record
Date deposited: 15 Oct 2025 17:02
Last modified: 22 Oct 2025 17:20
Export record
Contributors
Editor:
Antonio Bucchiarone
Editor:
Valentina Rossi
Download statistics
Downloads from ePrints over the past year. Other digital versions may also be available to download e.g. from the publisher's website.
View more statistics