{"title":"走向可持续性:通过游戏、在线平台和数字创新探索循环经济教学方法","authors":"Maiara Lais Marcon , Simone Sehnem","doi":"10.1016/j.ijme.2024.100995","DOIUrl":null,"url":null,"abstract":"<div><p>The Agenda 2030 of the United Nations (UN) calls upon the education sector to develop educational processes that contribute to students acquiring the necessary competencies for sustainable development. However, this education must be adapted to the demands of current generations to make learning meaningful, as exemplified by the use of innovative resources such as serious games and simulations. In order to identify innovative teaching methodologies for sustainability and circular economy education, a systematic literature review was conducted based on documents published from 2008 onwards in the Scopus and Web of Science. As a result, 99 innovative games and digital resources were mapped. It was observed that the literature often mentions them superficially and focuses on higher education levels. Information regarding the availability of tutorials, the complexity level of the game, the time required for the activity, and the instructional level demanded is lacking. By mapping these gaps that should be considered in future research and in the use and development of innovative games and resources, this study provides interdisciplinary contributions that may be of interest to educators, corporate training professionals, and game developers.The conclusions highlight the need for integrated, holistic and longitudinal approaches in education for sustainability and circular economy.</p></div>","PeriodicalId":6,"journal":{"name":"ACS Applied Nano Materials","volume":null,"pages":null},"PeriodicalIF":5.3000,"publicationDate":"2024-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Heading towards sustainability: An exploration of circular economy teaching methodologies through games, online platforms, and digital innovations\",\"authors\":\"Maiara Lais Marcon , Simone Sehnem\",\"doi\":\"10.1016/j.ijme.2024.100995\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>The Agenda 2030 of the United Nations (UN) calls upon the education sector to develop educational processes that contribute to students acquiring the necessary competencies for sustainable development. However, this education must be adapted to the demands of current generations to make learning meaningful, as exemplified by the use of innovative resources such as serious games and simulations. In order to identify innovative teaching methodologies for sustainability and circular economy education, a systematic literature review was conducted based on documents published from 2008 onwards in the Scopus and Web of Science. As a result, 99 innovative games and digital resources were mapped. It was observed that the literature often mentions them superficially and focuses on higher education levels. Information regarding the availability of tutorials, the complexity level of the game, the time required for the activity, and the instructional level demanded is lacking. By mapping these gaps that should be considered in future research and in the use and development of innovative games and resources, this study provides interdisciplinary contributions that may be of interest to educators, corporate training professionals, and game developers.The conclusions highlight the need for integrated, holistic and longitudinal approaches in education for sustainability and circular economy.</p></div>\",\"PeriodicalId\":6,\"journal\":{\"name\":\"ACS Applied Nano Materials\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":5.3000,\"publicationDate\":\"2024-05-31\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"ACS Applied Nano Materials\",\"FirstCategoryId\":\"91\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S1472811724000661\",\"RegionNum\":2,\"RegionCategory\":\"材料科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"MATERIALS SCIENCE, MULTIDISCIPLINARY\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACS Applied Nano Materials","FirstCategoryId":"91","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1472811724000661","RegionNum":2,"RegionCategory":"材料科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"MATERIALS SCIENCE, MULTIDISCIPLINARY","Score":null,"Total":0}
引用次数: 0
摘要
联合国《2030 年议程》呼吁教育部门开发有助于学生获得可持续发展所需能力的教育过程。然而,这种教育必须适应当代人的需求,使学习更有意义,例如使用严肃游戏和模拟等创新资源。为了确定可持续发展和循环经济教育的创新教学方法,我们根据 2008 年以来在 Scopus 和 Web of Science 上发表的文献进行了系统的文献综述。结果,绘制了 99 个创新游戏和数字资源地图。我们注意到,文献对这些资源的提及往往流于表面,而且主要集中在高等教育层面。有关教程的可用性、游戏的复杂程度、活动所需的时间以及所要求的教学水平等信息都很缺乏。通过绘制未来研究以及使用和开发创新游戏和资源时应考虑的这些差距,本研究提供了跨学科的贡献,教育工作者、企业培训专业人员和游戏开发人员可能会对此感兴趣。
Heading towards sustainability: An exploration of circular economy teaching methodologies through games, online platforms, and digital innovations
The Agenda 2030 of the United Nations (UN) calls upon the education sector to develop educational processes that contribute to students acquiring the necessary competencies for sustainable development. However, this education must be adapted to the demands of current generations to make learning meaningful, as exemplified by the use of innovative resources such as serious games and simulations. In order to identify innovative teaching methodologies for sustainability and circular economy education, a systematic literature review was conducted based on documents published from 2008 onwards in the Scopus and Web of Science. As a result, 99 innovative games and digital resources were mapped. It was observed that the literature often mentions them superficially and focuses on higher education levels. Information regarding the availability of tutorials, the complexity level of the game, the time required for the activity, and the instructional level demanded is lacking. By mapping these gaps that should be considered in future research and in the use and development of innovative games and resources, this study provides interdisciplinary contributions that may be of interest to educators, corporate training professionals, and game developers.The conclusions highlight the need for integrated, holistic and longitudinal approaches in education for sustainability and circular economy.
期刊介绍:
ACS Applied Nano Materials is an interdisciplinary journal publishing original research covering all aspects of engineering, chemistry, physics and biology relevant to applications of nanomaterials. The journal is devoted to reports of new and original experimental and theoretical research of an applied nature that integrate knowledge in the areas of materials, engineering, physics, bioscience, and chemistry into important applications of nanomaterials.