Card of the learning path

 
General topic of the learning path
 
Climate change
Specific name of the learning unit
 
Global Climate change
Age of the target users

14-18 target

Requirements for the learner Basic knowledge of Science
Access to AR-compatible devices (smartphones, tablets, or AR glasses)
Description of the learning unit This unit introduces teachers and students to Climate change and global challenges that Europe need to face in the next years while incorporating Augmented Reality (AR) for a more immersive and interactive experience.
Subject: Parties involved Science, chemistry
Keywords Climate change, greenhouse gases, CO₂ emissions, renewable energy, mitigation strategies, sustainability, biomimicry, SDGs, adaptation, global warming, augmented reality, environmental impact, climate equity.
Key qualifications, skills and knowledge that can be acquired
  • Scientific Literacy: Understanding the causes and effects of climate change through the carbon cycle, greenhouse effect, and human impact.
  • Critical Thinking: Evaluating various climate solutions and their feasibility, effectiveness, and ethical implications.
  • Digital Competence: Using AR tools to visualize data, simulate environments, and build interactive models.
  • Collaboration and Communication: Working in teams to design solutions and present arguments or strategies using multimedia and AR-enhanced visuals.
  • Systems Thinking: Connecting climate topics with the UN Sustainable Development Goals, recognizing their interdependence.
  • Innovation: Applying bio-inspired and technological strategies (e.g., biomimicry) to solve real-world climate challenges creatively.
Resources and didactic aids used
  • Digital Tools:Augmented Reality apps 
  • Climate simulators and dashboards (e.g., NASA Climate, Global Carbon Atlas)
  • Multimedia Content: Educational videos 
  • Infographics on SDGs and carbon emissions trends
  • Printable Materials: Wedge worksheets for climate mitigation strategies
  • Reflection journals or design briefs
  • Physical Aids: Gameboards for carbon wedge selection
  • 3D-printed models (optional, if available)
Assessment criteria and evaluation
  • The student clearly explains the causes, effects and consequences of climate change, demonstrating accurate scientific understanding.
  • Application of AR tools The student effectively uses augmented reality to explore, illustrate or manipulate climate systems, biomimetic models or sustainable solutions.
  • Link to SDGs The student links climate issues to the United Nations Sustainable Development Goals (in particular SDG 13), demonstrating systemic thinking.
  • Creativity and innovation The student designs an original or adapted climate solution (e.g., a bio-inspired technology), clearly explaining the scientific and design rationale.
  • Collaboration and communication The student actively participates in group work, presents ideas clearly, and uses augmented reality to enhance explanation and engagement in the presentation.
  • Critical thinking The student critically evaluates the feasibility and impact of different strategies, identifying trade-offs and stakeholder perspectives.
  • Reflective thinking The student reflects on their own learning process, the challenges of combating climate change and the implications of the proposed solution.