Description
Asking students to “solve a problem” is an effective method for exploring content. This approach, known as problem-based learning (PBL), promotes active learning, critical thinking, and the application of knowledge to real-world scenarios. It aids in developing essential skills such as research, collaboration, and problem-solving. During the panel discussion “Towards a Public Pathway for Careers in Gaming: NYC Youth and Agency” at Games 4 Change, students showed a strong interest in engaging with new content through a gaming lens (Joseph, 2024). Building on this insight, this presentation will highlight projects that reimagine academic research data analysis and dissemination by immersing undergraduate students, working in interdisciplinary teams, in dissecting and understanding the concepts and context of research. The goal is to analyze data, visualize data, and create audience-centered experience design (game development, interactive experiences). Through these collaborations, students transition from passive consumers of information to active producers of knowledge (Smith-Shank, 2014).