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Higher education / NGO

Learning about water use together

Three educational mini-games about water scarcity

Play case

Client

Organisation

Higher education / NGO

Audience

Secondary education or above

Purpose

Prompt reflection on personal and collective water use, and inspire participants to formulate new solutions to water scarcity

A new way to learn about water use

Three distinct game-like exercises, each approaching the question of water scarcity from a different perspective, are combined into a coherent interactive learning material.

First, students answer questions about their personal water use, and their answers are then placed in a wider context, prompting reflection on how to save water. This is followed by collaborative group exercises where students are tasked with communicating key water scarcity problems as article headlines, before they finally have to come up with their own policy suggestions for addressing the water issues of a fictitious English town in the near future, and vote on them.

This game combines individual interactive segments with facilitated group discussion, voting on issues, and learning about the real-world implications of the policies discussed.

Key elements of digital game design are used to heighten engagement, but they’re brought into a familiar classroom setting, using digital play as a springboard for shared learning, rather than an end in itself. Digital interactions allow students to provide direct input into the material itself, making them active participants rather than passive listeners. But attention is always brought back to the classroom, and the discussions taking place there.

“We make your learning experiences come alive through dilemmas”

Simon Egenfeldt-Nielsen

DiBL CEO

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