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"As identified in the initial project proposal, the Promoting Green Games project sought to develop an educational digital game & associated resources to innovate & support improvements in the area of sustainability education in schools, along with a toolkit for teachers to aid in the integration of this game in the classroom. The project achieved this primary goal by creating a game & associated resources to support the introduction, integration & support of sustainability (&/ or climate action) education & activity within schools for both students & for teachers. The developed project outputs have been subject to testing, feedback & re-development a number of times over the course of the project to align them as closely as possible to the needs of the target audience & education sector & the main outputs (primarily the game & associated training material) are currently freely available on all major mobile formats & in public repositories such as the iOS store & Google play store. Feedback from pilot participants indicated an extremely positive opinion towards the use of the game for teaching & learning.The project has exceeded expectation in a number of key areas. In particular, the project has developed a large number of resources, beyond the initial targeted expectations identified in the project proposal. In particular, the project has developed a number of online platforms (3 in total, beyond the single platform - O5 - defined in the proposal) in order to diversify and promote the individual elements of the project - the developed project game (http://penjiithegame.com/), the teacher back-end supporting the game (https://teachers.penjiithegame.com/) and the ""official"" online platform housing all developed resources (http://greenskillsgame.eu/). The project has developed a large and varied amount of training material as part of the game development process and has made this material across multiple formats and media, ranging from the in-game learning resources to classroom-based posters, to online animations. The project has developed an innovative digital game, which not only serves as an engaging tool for supplying and raising awareness about key sustainability/ climate action areas - including climate change, plastic pollution, biodiversity, the SDGs, climate justice, household water, food and energy waste - but has, as part of this development, created an innovative approach supporting sustainability and climate action education in which Game-Based-Learning can be used as part of a flipped classroom approach to support climate action education inside of and outside of the classroom and which can ultimately support teachers and students in creating genuine impact and action. This innovative approach arises from the presence of a “Teacher Back-End”, linked to the developed digital game, through which teachers can release specific levels to students so that students can learn about one or more of the 4 key climate action areas covered by the game - either in-class or outside the classroom. Teachers can then further build on students’ in-game learning by accessing a range of curated existing climate action education resources, alongside bespoke climate action education resources developed as part of the project, through the teacher back-end website and/ or project game website in order to deepen student learning through in-class activities and supports. Teachers can also, as a fourth step, utilise a database of climate action initiatives aimed at primary and secondary schools available on the the game website and teacher back-end to identify suitable initiatives which their students and/ or schools can become involved in, in order to create genuine impact. The project results have been validated with a large audience - primarily the key target audience of teachers and students in primary and secondary schools, but also with organisations/ institutions charged with supporting sustainability/ climate action education alongside policy makers, education representatives, public representatives, etc. Feedback on the project outputs has been uniformly positive and ongoing activities look to embed the resources in the area of sustainability/ climate action education for schools across Europe. The project was widely disseminated to a large range of participants across multiple channels locally, nationally, across Europe and internationally - through face-to-face meetings, conferences, festivals and events, through piloting activities and trainings and through a wide range of online means. The developed project outputs are freely available and have been developed and provided so that they remain freely available indefinitely on open online portals such as the Google Play store and Apple iOS store, (where the digital game has currently amassed in excess of 500 downloads), maximising access and visibility not only to the target audience, but to the general public as well."
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