Gamified Use Cases and Digital Content

In the GUESS project, our primary goal is to elevate environmental sustainability knowledge among university students. To achieve this, we’ve developed innovative digital environments that gamify the learning process, making it more engaging and impactful. These carefully crafted environments are designed to immerse students in interactive experiences, where learning about sustainability is not only informative but also enjoyable. Here is a brief description of some of the environments we have created so far.


1. A glimpse into the future
This scenario educates players on the critical issue of climate change by immersing them in a hiking journey where they witness the drastic transformation of a once-lush environment into a barren wasteland. Through interactive quizzes and exploration, players learn about the causes, effects, and solutions to climate change, empowering them to take action.

2. A Lake Lifeline
In this scenario, players take on the role of a scientist investigating the rising temperature of a lake due to global warming. Through exploration, data collection, and community engagement, players work to implement solutions, such as afforestation, to prevent further environmental damage and restore the lake’s health.

3. Desalination factory
In this scenario, players explore a desalination plant to understand the crucial process of turning seawater into potable water. Through interactive puzzles and decision-making, players learn about the environmental impacts, costs, and technological steps involved in desalination, highlighting the importance of sustainable water management in water-scarce regions.

4. Improper recycling at home
This scenario educates students on the proper methods of recycling by engaging them in an interactive classroom quiz and home-based activities. As players learn to identify and correct common recycling mistakes, they gain the knowledge needed to improve their habits, helping to reduce contamination in recycling processes and promote sustainability within their community.


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