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UpGameIn: Escape4Change: Methodology for Environmental Awareness and Circular Economy

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The document was created as part of the UpGameIn project and presents Escape4Chanege’s methodology and best practices for designing and implementing educational games focused on environmental awareness and circular economy.

Aims of the tool

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

Description of the tool

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

Escape Games: physical, digital, hybrid-suitable for both format and informal educational settings
Escape4Change’s methodology combines immersive gameplay with environmental education, helping to shape more aware and responsible citizens through a hands-on, engaging, and memorable experience.
Thanks to their hands-on and action-oriented approach, players in their escape games are not only told about sustainable behaviors-they are asked to practice them. The design of their games allows players to see the immediate consequences of their in-game decisions, reinforcing the connection between actions and outcomes.
Incorporate Environmental Topics into Gameplay
E4C’s design team conducts an in-depth analysis to fully understand the subject. This research informs the integration of key findings into gameplay mechanics and dynamics. For example, players may encounter scenarios that simulate real-world actions they can replicate to address environmental challenges or discover essential data and messages required to solve the game's core problem.
Make Environmental Themes Engaging
By immersing players in meaningful narratives and real world situations, we encourage them to interact with and reflect on environmental themes in a way that feels personal and impactful.

Link: https://drive.google.com/drive/folders/1jtTgji-VK253q2SEiuK386OjWjtFtTEP?usp=sharing

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Disclaimer

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.

Tool overview

http://toolbox.salto-youth.net/5557

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

Behind the tool

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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