General topic of the learning path
 
Specific name of the learning unit
 
Ecosystems on the Edge
Target user age
 
17-19 years
Requirements for the learner
 
  • Basic knowledge of: environmental science, climate change, biodiversity, Agenda 2030, Thermodynamics,  basic  knowledge of physics and chemistry concepts; at last familiarity with smartphone/tablet use.
  • Access to a computer or tablet with internet connectivity.
  • No prior coding or AR development experience required
Description of the learning unit
 
 
 
 
 
 
This interdisciplinary unit uses Augmented Reality (AR) technology to explore the effects of climate change on biodiversity over time, promoting critical thinking and awareness of sustainability aligned with the UN 2030 Agenda. Students engage with immersive scenarios from the medieval era to future ecosystems through interactive quizzes and gamified choices.
 
Subject: Parties involved
 
Physics, Chemistry, Thermodynamics, Biology, Science,  Civic Education
Keywords
 
Agenda 2030, AR, Australian’s Coral Reef, Bleaching, Garbage patch, immersive experience, Artic,  climate change, time comparison, Seychelles, extinction of the species, ice loss, sea level rising
Key-skills, abilities, knowledge that can be acquired
 
•    Awareness of climate change impacts,
•    Critical thinking,
•    Ethical reasoning,  
•    Sustainable decision-making, 
•    Teamwork, 
•    Digital literacy through AR.
•    Proactive and innovative thinking towards environmental challenges.
•    Appreciation for nature's role in sustainable solutions.
•    Motivation to participate in climate action.
•    Scientific Inquiry
•    Communication
Resources and didactic tools used
 
•    Mobile devices or tablets with AR capabilities, 
•    Printed or digital AR markers, 
•    videos, 
•    3D models, 
•    Interactive quizzes integrated into the AR experience
•    Textbooks/Scientific articles
•    Case studies
•    Internet resources
•    Free AR platforms (Delightex)
Assessment criteria and evaluation
 

•    Performance and engagement based on correct quiz answers, 
•    Overall scoring in the gamified activity,
•    Activity Completion: Execution of practical AR exercise
•    Participation in group discussions for reflection and comparison of choices.