The Effects of Integrating the 6E Instructional Model with Gamification in Intergenerational STEAM Learning on Elderly’ and Young Children’s Subjective Well-Being and Practical Performance

Authors

  • Hsien Sheng Hsiao 臺灣師範大學科技應用與人力資源發展學系
  • Hei Man Tsui 臺灣師範大學科技應用與人力資源發展學系
  • Jhang Han Chen 臺灣師範大學科技應用與人力資源發展學系
  • Yu-Shan Chang (02)7749-3430

Keywords:

Intergenerational Learning, STEAM Education, Gamification, 6E Instructional Model, Hands-on Activities

Abstract

This study explores how intergenerational STEAM hands-on
activities integrated with gamification strategies
influence elderly’s and young children’s subjective
well-being and practical performance through a co-creative
learning process. Adopting a mixed-methods design, a
four-week “eco-bottle” STEAM program was implemented with
nine intergenerational pairs. Data were collected through
well-being scales, the Creative Product Analysis Matrix
(CPAM), and semi-structured interviews. Quantitative
results indicated significant improvements in subjective
well-being for both generations, along with above-average
practical performance. Qualitative findings revealed that
gamified learning, collaborative creation, and the gradual
development of intergenerational emotional bonds served as
key psychological foundations for enhanced well-being.
Overall, gamified intergenerational STEAM learning not
only deepened learning outcomes but also nurtured
psychological well-being across generations

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Published

2026-06-03