Motivating Passion and Purpose in Grade Six Students through Game-based Learning
Abstract
This article examines how a sixth-grade pathways course at Kamehameha Schools in Hawai‘i leveraged Game-Based Learning (GBL) and Indigenous knowledge to foster student agency, creativity, and environmental stewardship. Designed and taught by school librarian Patricia Louis with support from a multidisciplinary instructional team, the Nā Lawai‘a Hawai‘i (Fishing, Hawaiian Style) elective engaged students in researching the ‘Ama‘ama (Hawaiian striped mullet) and the ecological challenges it faces, then translating their learning into the design of a board game, ‘Ama‘ama Escape. Grounded in constructivist, learning-by-making principles, the course guided students through an iterative design process that included inquiry, collaboration, prototyping, and playtesting. Across three cohorts, students refined and expanded the game, contributing to a multi-semester project that strengthened scientific understanding, cultural awareness, motivation, and critical thinking.
Fields of Study & Subjects
Educational Games and Gamification
Problem and Project Based Learning
Indigenous and Place-Based Education
Publication details
- Journal / source
- San José State University ScholarWorks (San Jose State University)
- Publication date
- 9 February 2026
- Language
- EN