Card of the learning path

 
General topic of the learning path
 
Eco-Friendly Materials in Construction
Specific name of the learning unit
 
Bio-Based Building Materials: Innovations and Applications
Age of the target users

14-18 target

Requirements for the learner
  1. Basic understanding of environmental science concepts (e.g.,eco-material,).
    Basic literacy and numeracy skills.
    Basic ICT skills.
  2. Access to a computer or tablet with internet connectivity.
  3. Willingness to engage with digital tools (AR apps, Delightex).
  4. No prior coding or AR development experience required, as CoBlocks is beginner-friendly.
Description of the learning unit This unit introduces students to the concept of eco-friendly materials in construction, focusing on cutting-edge innovations transforming sustainable architecture. It is divided into three sections: "Explore" introduces foundational concepts of eco-materials and sustainable construction. "Execute" delves into bio-inspiration, showcasing how natural processes inspire solutions and how Augmented Reality (AR) can visualize these processes and impacts, supported by real-world examples and practical activities. "Enhance" justifies the pedagogical benefits of AR, offering examples of useful AR applications and practical integration strategies. The unit culminates in a hands-on exercise where students use a gamified AR experience in Delightex to strengthen their understanding and engagement with the topic. 
Subject: Parties involved Environmental Science, Biology, Geography, Digital Literacy/Computer Science, Art & Design, Social Studies, Mathematics, Language Arts (research, communication)
Keywords Bio-based materials, Nature-Based Solutions, Bio-inspiration, Biomimicry, Environmental Education, Sustainability, Sustainable Construction, Digital Literacy, Augmented Reality (AR), Gamification.
Key qualifications, skills and knowledge that can be acquired

Qualifications (Mindset/Attitude):

  • Environmental awareness.
  • Proactive and innovative thinking towards environmental challenges.
  • Appreciation for nature's role in sustainable solutions.
  • Motivation to participate in climate action.

Skills:

  • Critical Thinking: Analyzing environmental problems and proposing solutions.
  • Problem-Solving: Applying bio-inspired concepts to environmental challenges.
  • Digital Literacy: Navigating and utilizing AR applications.
  • Scientific Inquiry: Interpreting data and observing natural processes (virtual or real).
  • Communication: Explaining complex environmental concepts and presenting restoration ideas.

Knowledge:

  • Understanding different types of eco-materials and their unique characteristics.
  • Understanding the causes and impacts of traditional vs. bio-based materials (e.g., carbon footprint, embodied energy)
  • Recognising bio-inspired solutions derived from nature.
  • Understanding the potential and applications of Augmented Reality in environmental education.
Resources and didactic aids used
  • Textbooks/Scientific articles
  • Case studies
  • Internet resources
  • Free AR platforms (Delightex)
  • AR-compatible devices (smartphones/tablets)
Assessment criteria and evaluation
  • Participation: Engagement in discussions and activities throughout the unit.
  • Activity Completion: Execution of practical AR exercise
  • Concept Map/Mind Map: Creation of a visual representation linking climate change, ecosystems, restoration methods, and bio-inspired solutions.