Based on an account of how two classes of primary five students in Singapore engage in the learning of English, Mathematics and Science by playing the role of global citizens, the paper suggests an alternative but realistic approach to teaching global citizenship education. Set against the back story of Atlantis facing ecological, social and cultural decay due to the blind pursuit of prosperity and modernisation by its rulers, each student became a quester called on to save Atlantis. Throughout the mission they were presented with different problems in Atlantis (similar to existing global issues) and were expected to research and suggest solutions to the problems by alone or with fellow questers. These problems were tied to the primary five English, Mathematics and Science curriculum. Through documenting and making sense of these activities via observations, interviews and pre-post questionnaire surveys, the paper shows how the new approach may enhance the learning engagement, academic motivation and social commitments among the students. We also explore the sustainability and scalability of such an approach in the school system and highlight constraints. The paper then draws implications for global citizenship education in schools that include designing a meaningful context for engaged learning in schools with components of global citizenship, developing a research culture in schools as a stepping stone for global citizenship education and building capacity of teachers and school leaders in global citizenship. Copyright © 2007 Elsevier Ltd. All rights reserved.
CitationLim, C. P. (2008). Global citizenship education, school curriculum and games: Learning Mathematics, English and Science as a global citizen. Computers and Education, 51(3), 1073-1093. doi: 10.1016/j.compedu.2007.10.005
- Multi-user virtual environment
- Game-like elements
- Global citizenship
- Social commitment