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What is CanSat

Handbook of Research on the Influence and Effectiveness of Gamification in Education
It is a simulation of a real satellite, integrated within the volume and shape of a soft drink can. The challenge for students is to fit all major subsystems found in a satellite, such as power, sensors, and a communication system, into this minimal volume. This challenge is organised by the European Space Agency (ESA).
Published in Chapter:
Gamification in the Space Sector: How Gamification Activities Can Foster the Passion and Interest for STEM-Related Studies
Annalisa Galeone (Catholic University of the Sacred Heart, Italy)
DOI: 10.4018/978-1-6684-4287-6.ch015
Abstract
Firstly, the authors introduce the concept of gamification design applied to various contexts. Then, they discuss how the gamification approach is used within the space sector to develop online and offline resources to foster passion and interest in STEM-related subjects. Indeed, a decreasing number of students nowadays decide to take up STEM-related studies and careers. Therefore, following an edutainment logic, it is essential to design more gamification activities to increase students' motivation and engagement with STEM topics. Given this, they consider the cases of the videogames Kerbal Space Program (KSP) and MinecraftEdu, the ESA Kids website, Mission X, CanSat Competition, Moon Camp, Climate Detectives, Astro-Pi Challenge, and the ESERO Project. They also carry out a netnographic study on some social media pages. Moreover, they discuss how gamification activities may promote the company's corporate brand for NASA and the European Space Agency (ESA). Finally, they focus on the digital divide, which might limit the gamification methodology in approaching disadvantaged socio-economic countries.
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