2021
DOI: 10.3390/en14041138
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The Role of Simulation and Serious Games in Teaching Concepts on Circular Economy and Sustainable Energy

Abstract: The prevailing need for a more sustainable management of natural resources depends not only on the decisions made by governments and the will of the population, but also on the knowledge of the role of energy in our society and the relevance of preserving natural resources. In this sense, critical work is being done to instill key concepts—such as the circular economy and sustainable energy—in higher education institutions. In this way, it is expected that future professionals and managers will be aware of the… Show more

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Cited by 45 publications
(36 citation statements)
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References 89 publications
(103 reference statements)
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“…The purpose of game-based learning is to educate players by embedding learning outcomes in game content, creating a 'serious game' that is focused on engaging the user to achieve predefined objectives, promoting learning and behavioural change, rather than mere entertainment [33,44]. In the past few decades, there has been a proliferation of research and review articles on the design and use of serious games in higher education as an alternative to traditional teaching methods [33,42,45,46], and also in the field of sustainability education [27,37,47,48]. Gamification principles such as achievable goals, progression paths, strategy options, immediate feedback, levels, points, rewards, competition, and cooperation encourage players to take on different roles, experiment with different options, and reflect on their choices and behaviour [48,49].…”
Section: Game-based Learning and Serious Gamesmentioning
confidence: 99%
See 2 more Smart Citations
“…The purpose of game-based learning is to educate players by embedding learning outcomes in game content, creating a 'serious game' that is focused on engaging the user to achieve predefined objectives, promoting learning and behavioural change, rather than mere entertainment [33,44]. In the past few decades, there has been a proliferation of research and review articles on the design and use of serious games in higher education as an alternative to traditional teaching methods [33,42,45,46], and also in the field of sustainability education [27,37,47,48]. Gamification principles such as achievable goals, progression paths, strategy options, immediate feedback, levels, points, rewards, competition, and cooperation encourage players to take on different roles, experiment with different options, and reflect on their choices and behaviour [48,49].…”
Section: Game-based Learning and Serious Gamesmentioning
confidence: 99%
“…Simulation tools are especially suitable to demonstrate and model the systemic complexity of circular economy and its multifaceted challenges, interactions, and trade-offs [47]. The board game Risk&RACE was designed as a business simulation game, incorporating a selection of elements that are fundamental to running a production company (e.g., employees, material and product stocks, sales strategies) against the narrative of a real-world scenario of external factors (e.g., resource scarcity, market forces, technological developments, policy changes) (Figure 1).…”
Section: Riskandrace Learning Goals and Game Mechanicsmentioning
confidence: 99%
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“…the barriers that hinder the use of technologies such as the use of IoT [59][60][61], or big data [62][63][64][65][66]. Among other technologies, some authors propose the use of simulations to produce an economic analysis of the processes or as tool to train [67][68][69][70][71]. Some other investigate the use of additive manufacturing for various applications such as the use of materials with a lower environmental impact [72][73][74].…”
Section: #3 Digital Technologies (32 Documents)mentioning
confidence: 99%
“…Their quality criteria are: (1) clear goals, (2) focus on the characterizing goal, (3) indispensability of the characterizing goal, (4) correctness of the domain expert content, (5) appropriate feedback on progress, (6) appropriate rewards, (7) proof of effectiveness and (8) use of game awards or ratings. Furthermore, De la Torre et al (2021) describes specific characteristics to make serious games useful to teach about the circular economy and sustainable energy. Important elements besides their research are a high level of realism, implementing consideration of multiple aspects at once in each game decision so that players recognize the non-linearity of their decision-making process and covering all stages of the circular economy.…”
Section: Introductionmentioning
confidence: 99%