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Our games (integrated in the Learning space)

Games, whether digital or traditional, have proven to be powerful tools in engaging learners and fostering a deep understanding of complex concepts. When it comes to sustainability education, this dynamic medium offers unique advantages in promoting awareness, critical thinking, and active participation.
ECF4CLIM project is proposing 3 categories of digital games for different ages.

The Learning Space Student’ Area offers fifteen interactive flipbooks on climate change and sustainable development. These flipbooks are thoughtfully categorized according to the ECF4CLIM roadmap areas, including an introductory module. They are also tailored to different age groups (6-9, 10-15, and 16-25).

 

Under the Teacher’s Area we have gathered a variety of valuable resources to support teaching on climate change and sustainable development. These resources encompass lesson plans, interactive activities, and serious games, all carefully chosen and designed to enhance the educational efforts of the teachers. The resources are conveniently organized according to the ECF4CLIM roadmap areas, resource type, and age group categories (6-9, 10-15, and 16-25) with the aim to empower our teachers to engage the students in a cognitive and enjoyable manner, fostering a commitment to sustainable change.

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