Toolbox — For Training and Youth Work
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Manual
The document was created as part of the UpGameIn project and presents CHALLEDU’s methodology and best practices for designing and implementing educational games focused on environmental awareness and circular economy.
The main aims of the tool (i.e., the game-based methodology and library of practices) are:
To raise awareness about environmental issues such as climate change, biodiversity, and sustainability
To promote circular economy principles (e.g., recycling, waste reduction, resource management)
To encourage behavioral change through engagement and reflection
To empower learners and communities to take action in real life
To develop key skills, including:
Critical thinking
Collaboration
Creativity
Systems thinking
To support inclusive and accessible learning across diverse target groups
The tool consists of a collection of educational games and design methodologies (physical, digital, escape rooms, and phygital formats) that integrate:
Serious Games methodology (learning through meaningful gameplay)
Game-Based Learning (GBL) (structured learning objectives within games)
Scenario-based and problem-solving gameplay related to environmental challenges
Gamification mechanics (points, rewards, decision-making consequences)
The games simulate real-world environmental issues and encourage players to:
Take decisions with environmental impact
Collaborate to solve problems
Reflect on their choices
Transfer learning to real-life behaviors
Learning Outcomes
By engaging with this tool, learners are expected to:
Gain knowledge of environmental issues (climate change, sustainability, circular economy)
Understand cause–effect relationships between human actions and environmental impact
Develop environmentally responsible attitudes and behaviors
Improve problem-solving and decision-making skills
Strengthen collaborative and communication skills
Build motivation for real-world action and activism
Acquire green skills applicable in personal and professional contexts
https://drive.google.com/drive/folders/1jtTgji-VK253q2SEiuK386OjWjtFtTEP?usp=sharing
SALTO cannot be held responsible for the inappropriate use of these training tools. Always adapt training tools to your aims, context, target group and to your own skills! These tools have been used in a variety of formats and situations. Please notify SALTO should you know about the origin of or copyright on this tool.
http://toolbox.salto-youth.net/5556
This tool is for
The tool targets a wide and diverse audience, including: Educators Youth and young adults Seniors People with intellectual disabilities Farmers and agro-entrepreneurs Local communities General public It is designed to be inclusive and adaptable to different ages, backgrounds, and learning needs.
and addresses
Environment
It is recommended for use in:
Training and Networking
Materials needed:
Depending on the format of the game:
Physical Games
Printed board games/cards (preferably recycled materials)
Writing tools (pens, paper)
Game pieces (tokens, dice, etc.)
Digital Games
Computer, tablet, or smartphone
Internet connection
Escape Rooms / Phygital Games
Printed clues and materials
Physical space setup
Digital devices (optional, depending on design)
Sustainability Considerations
Use of recycled or upcycled materials
Print-on-demand to reduce waste
Minimal or no plastic packaging
The tool was created by
Unknown.
(If you can claim authorship of this tool, please contact !)
The tool was created in the context of
UpGameIn project
The tool was published to the Toolbox by
Asimina Brouzou (on 25 April 2026)
and last modified
27 March 2026
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