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BioActive: Engaging Youth in Nature's Diversity

2024-1-DK01-KA210-YOU-0002432512024Small-scale partnerships in youthongoing
Countries: DK|RO · Grant: €60,000
Green skillsNew learning and teaching methods and approachesPhysical and mental health, well-being

Objectives

We implemented this project to create an engaging, accessible way for youth to learn about biodiversity and climate change through hands-on gameplay. While many young people care about the environment, they often lack practical tools to understand complex ecological systems or see how their choices influence nature. We aimed to address this gap by developing BEYOND, an educational board game that mirrors real Nordic ecosystems and shows how biodiversity, human actions, and climate impacts are interconnected. Through this project, we sought to empower youth with green skills, systems thinking, and climate empathy by letting them experiment, make decisions, and experience consequences in a safe learning environment. At the same time, we wanted to equip educators and youth organisations with innovative non-formal learning tools, guidelines, and methods for integrating biodiversity themes into their activities. Overall, our goal was to make biodiversity education more relevant, interactive, and emotionally engaging, while fostering resilient and environmentally aware youth communities in Denmark and Romania.

Background

We applied for this project to address a clear gap in youth engagement with biodiversity. Although many young people care about environmental issues, they often lack practical, accessible ways to understand biodiversity challenges and take meaningful action. At the same time, youth increasingly engage through gaming, yet there is a shortage of nature-based games that make environmental learning interactive and enjoyable. The project responds to these needs by developing “BEYOND,” a board-game-based educational approach that allows young people to explore ecosystems, understand biodiversity threats, and practice systems thinking through play. Our partners also identified the need for tools that help youth organisations, educators, and game developers incorporate biodiversity themes into their activities. For the participating organisations, the project fulfills the need for innovative, non-formal educational methods, guidelines for biodiversity-focused learning, and creative tools that stimulate strategic thinking and awareness. These needs were identified through prior youth activities and partner experience.

Project partners (3)