3. Enhance
In the in-depth phase, the classroom moves from learning facts to critical and creative thinking about the future. AR technology now becomes a learning tool, allowing students to simulate complex systems and imagine how biomimicry could solve challenges in the world.
For example, they could use AR to compare different types of designs in architectural structural design. Or they could “delve into” shark skin-inspired materials in a simulated water flow to understand aerodynamic drag reduction. They could even model a forest ecosystem, visualising how it recycles energy and nutrients without producing waste, and then ask themselves, “How can human cities function in this way?”
To make learning more engaging, the process is gamified: Students earn points and badges for completing AR biomimicry missions. Leaderboards encourage teamwork and friendly competition. Missions and levels guide them from simple tasks, such as designing Velcro from thorns, to complex challenges, such as reimagining entire cities as circular systems inspired by ecosystems. In collaborative missions, groups might be asked to design a “sustainable city of the future” based entirely on nature's principles.
During this phase, students understand that biomimicry is not just about ingenious inventions, but also about rethinking the way we live. Tools such as Asknature.org provide them with engaging examples and a database of natural models.
Through a combination of creativity, technology and collaboration, students begin to see biomimicry as a path to sustainability, not just innovation.