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DIGITAL GAMIFICATION IN CIRCULAR ECONOMY STUDY PROCESS: BEST PRACTICES, CHALLENGES AND BENEFITS
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Maris Purvinš; Dzintra Atstaja; Natalija Cudecka-Purina
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10.5593/sgem2025/5.1
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1314-2704
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English
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25
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5.1
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• Prof. Dr. hab. oec. Baiba Rivza, LATVIA• Prof. DSc. Ildiko Tulbure, GERMANY• Prof. DSc. Oleksandr Trofymchuk, UKRAINE
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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 Helix Concept project allows students to use games and artificial intelligence to test business sustainability ideas. The Fiftyville Investigation on the other hand exposes the students to a world of mysteries and helps them perform better in research as well as analysis and teamwork within a virtual space. These games are effective in stimulating GBL, the bridging of concepts and the application of knowledge, as well as the development of strong and deep learning which caters to students’ diverse needs. And although there are obstacles, their use exemplifies the great potential of new strategies in promoting vibrant and comprehensive learning environments and training students to deal with complex problems of the world.
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conference
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Proceedings of 25th International Multidisciplinary Scientific GeoConference SGEM 2025, Volume 25, Issue 5.1
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25th International Multidisciplinary Scientific GeoConference SGEM 2025, Volume 25, Issue 5.1, 29 June - 6 July, 2025
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Proceedings Paper
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STEF92 Technology
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International Multidisciplinary Scientific GeoConference Surveying Geology and Mining Ecology Management, SGEM
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SWS Scholarly Society; Acad Sci Czech Republ; Latvian Acad Sci; Polish Acad Sci; Russian Acad Sci; Serbian Acad Sci and Arts; Natl Acad Sci Ukraine; Natl Acad Sci Armenia; Sci Council Japan; European Acad Sci, Arts and Letters; Acad Fine Arts Zagreb Croatia; Croatian Acad Sci and Arts; Acad Sci Moldova; Montenegrin Acad Sci and Arts; Georgian Acad Sci; Acad Fine Arts and Design Bratislava; Russian Acad Arts; Turkish Acad Sci.
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751-758
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29 June - 6 July, 2025
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website
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10530
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Game-Based Learning (GBL), Educational Innovation, Digital Games in Education, Sustainability and Business Practices, Research Skill Development.
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