摘要
Purpose This study aims to examine how experiential learning (EL) and digital game-based learning (DGBL) are associated with students' learning motivation, cognitive engagement and self-reported understanding of sustainability issues within the context of the United Nations Sustainable Development Goals, a global framework for social, economic and environmental sustainability. This study further explored how university-level courses can operationalize University Social Responsibility principles through pedagogical innovation in sustainability education.Design/methodology/approach This study designed and implemented a Unity-based platform game and development course in which students were required to create digital games addressing sustainability themes such as sustainable diets. A total of 307 university students participated in the study, and 276 valid post-test responses were collected. Data were analyzed using partial least squares structural equation modeling, a variance-based statistical approach suitable for the exploratory analysis of complex relationship models, to assess the relationships between learning approaches, cognitive load and self-reported learning outcomes.Findings The results indicated that DGBL and EL are positively associated with students' self-reported motivation and understanding of sustainable diets, as well as lower perceived cognitive load. These findings suggest that interactive and engaging learning environments support short-term learning outcomes in sustainability education.Originality/value This study provides empirical evidence for the integration of game-based and EL in sustainability education. By demonstrating the potential of a low-barrier platform game approach in reducing perceived cognitive barriers and supporting learner engagement, this study offers pedagogical insights into sustainability-focused curriculum designs.