The O2 scenarios developed in the project “Building capacities for innovation in the eco-social entrepreneurship education” represent a cornerstone in our mission to innovate eco-entrepreneurship education through gamification. These 30 scenarios are designed to provide practical, engaging, and educational experiences that equip young people with critical skills and knowledge in sustainability, business ethics, and environmental responsibility and to foster a comprehensive understanding of eco-entrepreneurship among youth. Through the latest project activities, we developed 18 online educational games, based exactly on these scenarios. In this post, we will delve into the various types of scenarios, their methods, the competences gained, pedagogical objectives, and highlight some of the most intriguing examples.
So let’s explore some of the scenarios!
Name: Business through ethical lens
Type: Digital educational tool – digital educational escape room Format: PowerPoint Methods: Game based learning through digital gamification, educational escape room, brainstorming, role-play education, analyzing, problem-solving, critical thinking Pedagogical objective: The participants are given 3 concrete scenarios of business situations (3 rooms) to examine ethical thinking. They should consider their potential role as responsible person in specific cases. Afterwards, they need to go through quick ethical tests in order to get out of the rooms.
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Name: Code Red [Crisis management]
Type: Digital educational game Format: RPG Maker Game Format Methods: Simulation-based learning through digital gamification, storytelling, analytical thinking and problem solving. Pedagogical objective: The pedagogical objective of a game that teaches players how to act in emergency situations in an office is to test and improve their knowledge, skills, and attitudes related to emergency preparedness and response. It’s mostly aimed for company employees, so that, based on results, employers can decide whether they need to organize official training in these fields. |
Name: Digital labyrinth
Type: Digital educational tool – digital educational labyrinth (online game) Format: PowerPoint Show Methods: game-based learning through digital gamification, educational labyrinth, information gathering, critical thinking, analysing and problem-solving Pedagogical objective: In order to get out of the maze, the player needs to answer correctly the questions about eco-social entrepreneurship, through which he will gain knowledge in that field. |
Name: “Free Sea”
Type: Digital educational tool – online games Format: On-line games and collaboration in teams Methods: game-based learning through digital gamification, educational puzzle, information gathering, critical thinking, analysing, pitching Pedagogical objective: The players are provided with info about sea pollution, overfishing and problems for local communities connected to that. The main goal is to understand how eco-social enterprises can help with saving local ecosystems in coastal areas and keep the sea clean. |
The scenarios utilize various educational methods to ensure effective learning: simulation-based learning through digital gamification, storytelling and narrative-driven problem-solving, analytical thinking and decision-making exercises, real-time feedback, educational escape room, brainstorming, role-play education and interactive problem-solving.
Participants in games based on these scenarios will develop substantial competences like:
Business Planning | Organizational Management |
Ø Financial literacy
Ø Understand the basic elements of a SWOT analysis specific to eco-social enterprises Ø Marketing strategy Ø Project management |
Ø Crisis management
Ø Resource management Ø Event planning Ø Strategy |
Eco-Social Leadership | Public Relations in the Social Business Context |
Ø Eco-social leadership
Ø Understanding of eco-social entrepreneurship |
Ø Public relations in the social business context
Ø Communication skills Ø Social skills |
Strategic Thinking and Decision-Making | Environmental Awareness |
Ø Strategic thinking and decision-making
Ø Decision-making and problem-solving skills |
Ø Environmental awareness
Ø Eco-friendliness |
Critical Thinking | Stress Management |
Ø Critical thinking
Ø Information gathering Ø Analyzing Ø Brainstorming Ø Teamwork |
Ø Stress management |
Time Management | |
Ø Time management | |
Ethics in Business | |
Ø Ethics in business |
The O2 scenarios are designed not only to educate but also to engage young minds in the pressing issues of our time. By blending gamification with real-world challenges, these scenarios provide a dynamic and impactful learning experience. Whether it’s through managing a crisis, making ethical business decisions, or understanding environmental responsibilities, these scenarios aim to equip the next generation with the tools they need to create a sustainable future.
By participating in games based on these scenarios, youth will gain valuable insights and skills that are crucial in today’s world, especially in entrepreneurship. An added value of the scenario collection is the linking of the scenarios to our first output e-book on eco-social entrepreneurship. Namely, our scenarios found inspiration in examples of good practice from the mentioned e-book.
For more inspiration, we invite you to read our e-book with all scenarios. You can find it here: https://ecosocent.eu/gamified-eco-entrepreneurship-education/