This study explores the impact of gamification on student engagement and learning outcomes in an aquaponics-centered STEM activity. First-year engineering students (n=14) participated in either a traditional lecture or a gamified version of the same 15-minute aquaponics lesson, followed by a hands-on taste test and laboratory tour. Lettuce was cultivated in varying saline conditions (0, 2, 5, and 10 ppt) using a Kratky passive hydroponics system. Results showed that the gamified group reported greater engagement, with 64% of all participants rating the experience highly. These findings support the integration of gamification into sustainability-focused STEM instruction.
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