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Nature Photo Labyrinth

2021-2-EE01-KA210-YOU-0000514062021Small-scale partnerships in youthfinalized
Countries: EE|FI · Grant: €60,000
Environment and climate changeDigital content, technologies and practicesNew learning and teaching methods and approaches

Objectives

The primary goal of implementing the NPL project was to empower young people across Estonia and Finland with knowledge and understanding of climate change via a labyrinth game. By leveraging game-based digital applications, the project aimed to make learning about climate change engaging and playful. The objectives included: - Educating Playfully. NPL seeked to provide young people with information on climate change in a playful manner through game-based digital application, recognizing that we learn better while playing, as suggested by several psychology studies. - Inspiring Appreciation for Nature. Through nature photographs used in creating labyrinths and challenges, the project aimed to inspire appreciation of the beauty of nature. This aligned with fostering a connection with the environment and instilling a sense of responsibility for its protection. - Digital Learning. Acknowledging the digital inclination of today's young people, the NPL application serves as an additional learning tool, easily usable on Android devices and online. The game-based approach makes it appealing to young people who prefer digital tools over traditional textbooks.

Background

We applied for the Nature Photo Labyrinth Project (NPL) to address the need for innovative climate change education tools, especially for the digitally inclined generation, who are keen to spend a lot of time gaming. With the Earth facing potentially drastic climate changes, the project recognizes the varied levels about climate change causes and nature in many parts of society, particularly among the youth. The NPL is designed as an interactive digital tool, combining nature photography and a virtual labyrinth to create a unique learning experience. The project has addressed various needs, for example: - Need to introduce climate change issues and challenges through online educational games in Estonia and Finland, so that the younger generation understands them in a better manner through gamified learning tools. - Nature Appreciation: Introduce the younger generation to appreciate nature through photography and engaging games. - Climate Change Education: Address the lack of understanding by introducing climate change issues through an online educational labyrinth. - Mobile Learning for Critical Thinking and Creativity: Recognizing the potential of mobile learning environments. - Outdoor Activities and Inclusion.

Project partners (2)