
DIGITAL GAMIFICATION IN CIRCULAR ECONOMY STUDY PROCESS: BEST PRACTICES, CHALLENGES AND BENEFITS
(STEF92 Technology, 2025-08-15, Māris Purviņš, Dzintra Atstāja, Natālija Cudečka-Puriņa)
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The idea of making learning enjoyable using games, GBL, encourages students to think out of the box, work with others and oversee individual learning. This paper investigates GBL by explaining its theoretical framework and explaining the advantages while putting into perspective the practice issues such as lack of sufficient resources and hostility towards change. This segment provides evidence of two educational games that were adapted digitally. The Circular Economy game which is an offshoot of the Quadruple Hel...

