Card of the learning path

 
General topic of the learning path
 
Aquaponics: Nature-Based Solutions for the Future
Specific name of the learning unit
 
Aquaponics: Nature-Based Solutions for the Future
Age of the target users

14-18 years

Requirements for the learner Basic knowledge of biology and ecosystems (producers, consumers, decomposers); curiosity about environmental issues; ability to work in groups; openness to using digital and AR tools.
Description of the learning unit This unit introduces students to the scientific, technical, and ecological principles behind aquaponics, an integrated system combining aquaculture (fish farming) and hydroponics (soilless plant cultivation). Learners explore the fragility of ecosystem balance, experiment by building a mini aquaponics system, and use Augmented Reality (AR) to visualize nutrient cycles and design sustainable eco-buildings. The methodology follows the Explore – Execute – Enhance framework, guiding students from research and discovery, through hands-on creation, to reflection and innovative applications.
Subject: Parties involved Biology, Environmental Science, Engineering/Technology, Design and Architecture; Teachers as facilitators; Students as researchers, designers, and problem-solvers.
Keywords Aquaponics, Ecosystem Balance, Nature-Based Solutions, Sustainability, Circular Systems, Augmented Reality, Bio-Inspired Design.
Key qualifications, skills and knowledge that can be acquired Knowledge: ecosystem dynamics, AR applications in science. 
Skills: problem-solving, teamwork, experimental design, data collection, design-based learning, creative use of AR. 
Qualifications/Competences: ability to apply sustainability principles, critical thinking, digital literacy, interdisciplinary connections (biology + engineering + design).
Resources and didactic aids used Case study (The Dying Lake), role-play activity, lab materials for mini aquaponics systems (containers, pumps, plants, fish), digital lab journals, AR apps for visualizing nutrient cycles and eco-building design, gamification tools (points, badges, leaderboards).
Assessment criteria and evaluation Evaluation is based on: 
Knowledge, Practical skills, Collaboration Creativity & Innovation, AR & Digital Use, Engagement.