Nature Photo Labyrinth
▶Summary
The primary goal of implementing the NPL project was to empower young people across Estonia and Finland with knowledge and understanding of climate change via a labyrinth game. By leveraging game-...
▶Objectives
The primary goal of implementing the NPL project was to empower young people across Estonia and Finland with knowledge and understanding of climate change via a labyrinth game. By leveraging game-based digital applications, the project aimed to make learning about climate change engaging and playful. The objectives included: - Educating Playfully. NPL seeked to provide young people with information on climate change in a playful manner through game-based digital application, recognizing that we learn better while playing, as suggested by several psychology studies. - Inspiring Appreciation for Nature. Through nature photographs used in creating labyrinths and challenges, the project aimed to inspire appreciation of the beauty of nature. This aligned with fostering a connection with the environment and instilling a sense of responsibility for its protection. - Digital Learning. Acknowledging the digital inclination of today's young people, the NPL application serves as an additional learning tool, easily usable on Android devices and online. The game-based approach makes it appealing to young people who prefer digital tools over traditional textbooks.
▶Activities
The Nature Photo Labyrinth (NPL) project implemented various activities to achieve its objectives, namely creating an online platform an interactive game to be used online, in web-based environment and also on mobile phones. European Union is striving towards commitment to digitalization and inclusion: Aligned with the European Commission's Digital Education Action Plan (2021-2027), the NPL project helped to provide high-quality, user-friendly tools for education. The focus was on developing better understanding of climate change, crucial for the new generation. Skill Development was leveraged by labyrinth games, quizzes, and nature photographs to promote an innovative methodology for gamified learning. The project aimed to re-engage youth and enhance their transversal skills by catering to human preferences in acquiring information, as highlighted in research on visual perception and the positive effects of game engagement on learning. These activities have collectively contributed to the NPL project's overarching goal of educating and engaging young people about climate change through innovative and interactive methods, utilizing both online and offline platforms.
▶Impact
We have developed 3 intellectual outputs: IO1: NPL Online Platform: We developed an interactive website in three languages (English, Finnish, Estonian) featuring virtual labyrinths with nature photographs. This platform serves as an educational tool, allowing young people to play labyrinth games, appreciate nature's beauty, and learn about climate change causes. The goal is to inform visitors about small steps they can take to contribute to slowing down climate change. IO2: NPL Application: We created an interactive application for Android smartphones, focusing on blended learning. The application enables kids to engage in labyrinth games, take pictures of natural objects in their surroundings to clear levels, and set challenges for fellow players. Simultaneously, it provides information about climate change, enhancing the learning experience. IO3: Special Course: Designed a special course aimed at creating outdoor activities and games. The course encourages educators and kids to form groups and solve labyrinths through a series of nature and climate change-themed activities. This hands-on approach adds a practical dimension to their learning, promoting teamwork and direct engagement with the topics.