TEACHING CIRCULAR ECONOMY AS A BUSINESS GAME

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By Alessandro Amadori

 

Current economy is largely linear: raw materials such as oil, minerals and metals are extracted and used to make products that are thrown away after use. This approach, which has a high cost from an economic, social and environmental point of view, can be replaced by circular economy, in which products, components and materials are designed for reuse.

To explain basic concepts and aspects of circular economy to secondary school students, Italian CNR (National Research Council) contributed to create the “EcoCEO - It’s your Business” educational game.

This game was produced thanks to an international collaboration of  CNR with VITO (Belgium), Wuppertal Institute (Germany) and the Tallinn University of Technology (Estonia), within the framework of a grant from the European Institute of Innovation and Technology (EIT) concerning raw materials (EIT RawMaterials).

VALORIZZARE LA GAMIFICATION PER DIVULGARE L’ECONOMIA CIRCOLARE

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A cura di Alessandro Amadori – 10 novembre 2020

Una tendenza sempre più forte nella formazione riguarda la gamification, ossia l’uso del gioco e del cartoon come strumenti di insegnamento e apprendimento (https://www.youtube.com/watch?v=_9mHi93n2AI). Non solo con i bambini, ma anche con gli adulti. La diffusione della cultura dell’economia circolare potrebbe trarre grande vantaggio dall’impiego della gamification. Ecco una notizia interessante al riguardo, proveniente dall’Italia.

Green League (https://greenleague.it/), disponibile gratuitamente per il download su dispositivi mobile dalle piattaforme Google Play e Apple Store, si rinnova offrendo massima fruibilità dell’esperienza del giocatore, accessibilità, finalità di edutainment e proponendo tre giochi (Snuck, Garble e Oil Buster Reloaded) che richiamano volutamente la dimensione arcade che ha caratterizzato l’epoca d’oro del gaming da sala.

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