The Interactive web platform “Eco-SE-E-lab” developed in the project “Building capacities for innovation in the eco-social entrepreneurship education” represents a cornerstone in our mission to innovate eco-entrepreneurship education through gamification.
The BC4ESE Interactive web platform contains 18 gamified educational modules “Eco-SE-E-lab”, consisting of various online games, virtual challenges and digital activities, all inspired by real-life eco-social entrepreneurs.
Games simulate real-world scenarios, allowing learners to make decisions and experience the consequences of their actions in a risk-free environment. The BC4ESE games present players with challenges related to community development, environmental sustainability and social skills. These simulations immerse young people in the complexity of social issues, encouraging them to think critically and develop innovative solutions.
Within 18 gamified educational modules, there are 6 digital educational escape rooms.
We present you with a brief overview of all escape rooms; and for the full experience, check this link O3: Interactive web platform “Eco-SE-E-lab” – BC4ESE (ecosocent.eu) and enjoy different, interesting educational content.
- Saving the world
Type: Digital educational tool – digital educational escape room
Pedagogical objective: The task of the player is to research and improve the level of available technology so that they can prevent the volcano before it erupts, without endangering the world too much due to resource exploitation or pollution.
Inspiration from European Heritage (O1 good practices):
Ecosia uses the profit they make from our searches to plant trees where they are needed most.
Enaleia is an organisation with a vision to make the marine ecosystem sustainable through circular and social economy solutions. Enaleia runs several projects worldwide, from mega cleanup projects to consultancy & research projects.
Competencies gained:
- Learning how to use natural resources;
- Improvement of several entrepreneurial skills through gameplay: brainstorming, information gathering, critical thinking, analysing, problem-solving, and group building (if played cooperatively).
- Zero Waste
Type: Digital educational tool – digital educational escape room
Pedagogical Objective: The group of players encounter a range of challenges whilst running the zero-waste shop in order to encounter different ways in which they can build trustworthy relationships with their clients. The aim of the game is to achieve customer satisfaction and create demand for their goods.
Inspiration from European Heritage (o1 good practices):
Agno Zero Waste Grocery is a sustainable and social enterprise or otherwise known as a low-impact store. Their aim is to reduce household waste going to landfill and provide really amazing food and goods in bulk. They offer a selection of non-GMO foods, plastic free accessories and refill stations for cleaning products and personal hygiene. Agno Grocery also educates their audiences on recycling techniques and takes part in community activation on environmental issues such as cleanups.
Competencies gained:
- A deeper understanding of eco-social entrepreneurship;
- Improvement of several entrepreneurial skills through gameplay: brainstorming, information gathering, critical thinking, analysing, problem-solving, and group building (if played cooperatively).
- Business through ethical lens
Type: Digital educational tool – digital educational escape room
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 a responsible person in specific cases. Afterwards, they need to go through quick ethical tests to get out of the rooms. The main goal is to understand basic ethical issues in concrete situations and to become aware of the significance of doing business in an ethical way.
Inspiration from European Heritage (O1 good practices):
EkoNest – Help customers contribute to a clean and healthy planet. They conduct their 49 business in an environmentally responsible, socially responsible and ethical manner, putting the environment at the core of everything.
Competences gained:
- General understanding of ethics in business;
- Knowledge about making ethical decisions in the context of specific business situations.
- Save the green zone
Type: Digital educational tool – digital educational escape room
Pedagogical objective: The player is given various company documents that he/she should investigate and understand to solve the game’s final riddle, which is to help stop ecological catastrophe. The main goal is for them to exercise their entrepreneurial skills while learning about eco-social entrepreneurship operations.
Inspiration from European Heritage (O1 good practices):
Humana Nova (Social enterprise) works in the scope of 3 areas: environment, social environment and economy. They employ persons with disabilities and other socially excluded persons. The company produces clothing and textiles through reusing, repurposing, recycling and other sustainable techniques.
Competencies gained:
- A deeper understanding of eco-social entrepreneurship;
- Understand the basic elements of a SWOT analysis specific to eco-social enterprises;
- Get inspired by the real eco-social enterprise Humana Nova from Croatia;
- Improvement of several entrepreneurial skills through gameplay: brainstorming, information gathering, critical thinking, analysing, problem-solving, and group building (if played cooperatively).
- Healthy mindset – A Successful Workplace
Type: Digital educational tool
Pedagogical objective: As an office employee, the player is presented with a list of tasks that need to be finished within a certain time. While doing those tasks, the player must maintain his stress levels by using stress management techniques.
As a manager, the player is tasked with observing and controlling the office environment. The player will have to handle the events that happen in the office accordingly. He is responsible for his employees’ performance, motivation, attendance and wellbeing. He will also have to invest in the office, with limited resources that were provided to him, to make sure the employees’ needs and wants are met.
Inspiration from European Heritage (O1 good practices):
SYNTHESIS Center for research and education – The leading organisation in Cyprus, in the fields of social entrepreneurship and social innovation. Pioneering organisation that initiates and implements projects of social impact, with a focus on social inclusion.
Competencies gained:
- Improved time – management and planning skills;
- Improved ability to resolve conflict in an assertive and productive way;
- Deepened empathy and understanding towards office employees and employees in general;
- Improved problem solving, critical thinking, analyzing and information gathering;
- Heightened awareness of one’s well being.
- Caribbean Island
Type: digital education tool – digital educational escape room
Pedagogical objective: embrace the teamwork. The player is given various documents and guides that he/she should investigate and understand to finalise the task and understand what the problem is. The main goal is for them to exercise their soft skills and to understand how important teamwork is to solve the challenge, while learning about the eco-social entrepreneurship.
Competences gained:
- A deeper understanding of teamwork and needed skills;
- Understand the basic elements of a SWOT analysis specific to teamwork;
- Improvements of several entrepreneurial skills through gameplay: brainstorming, information gathering, critical thinking, analysing, problem-solving, and group building (if played cooperatively).
Check this link – O3: Interactive web platform “Eco-SE-E-lab” – BC4ESE (ecosocent.eu), gain new skills through amazing digital educational tools – it’s developed for YOU(th)!