Abstract
The global nuclear skills shortage requires a comprehensive investment in training at all levels of education. With focus on post-18 and vocational education, there is a lack of resource and awareness for teaching nuclear skills to students between the ages of 11 to 18 years of age. This age group is vital if interest in this industry is to be nurtured and the skills gap is to be addressed. Here, we report an interactive card game RAD Ratings to address this gap; a curriculum-enriching activity, teaching nuclear skills to pre-18 years of age. We emphasize curriculum linked and practical examples in everyday life to make it relatable to students. Student and teacher feedback demonstrated that >64% students enjoyed playing RAD Ratings, with >50% students saying that they would play the game again and all teachers surveyed stating that Rad Ratings improved student understanding of radionuclides and their uses. Our approach stands out as the sole UK study focused on the gamification of nuclear science and radiochemistry education, uniquely evaluating feedback from both students and teachers concurrently.
Published Version
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