Educational Content
Through our Gamified Use Cases we aim to educate students on environmental sustainability. Four use cases have been created so far, targeting key areas, such as the causes and effects of climate change,
possible solutions and strategies to combat climate change, problems of the urban environment, and the importance of water in life.
The Educational Content (2.3 Activity) developed a suite of interactive educational modules—one for each gamified use-case created in WP2.2—designed to raise environmental sustainability awareness among university students
What This Activity Delivers
What This Activity Delivers
- Comprehensive Educational Materials: For 9 scenarios (e.g. “Lake Lifeline”, “Walk in the Forest”, “Urban Smog”), each partner authored tailored content covering background, key concepts, learning objectives, and supporting media.
- Flexible Teaching Resources: Materials can be embedded within the 3D gamified environment or used standalone as slides, readings, videos, or in-class exercises.
- Faculty & Student Access: Professors get detailed instructor guides; students can review content outside the virtual world for reinforced learning.
How It Was Built
Drawing on the findings from Activity 2.1 and the gamified use cases in WP2.2, environmental experts and faculty from five partners converted each challenge into interactive “Educational Material” documents. Each document follows a standard template—Scenario, Title, Partner, Target Audience, Introduction, Content, Learning Objectives, and Additional Resources—to ensure consistency and reusability.
All documents are publicly available in the project’s repository and can be downloaded as PDF annexes viewed in your browser.