The gamification as a method presents an innovative approach to teaching pro-eco behaviours due to the formula itself. None of the partners was able to encounter a solution like that in their language. Gamification mechanisms rely on Yu-Kai Chou’s octalysis framework with 8 significant levers for human motivation and engagement: meaning, accomplishment, ownership, scarcity, avoidance, unpredictably, social influence and empowerment. With the projects’ intent to influence adults to change their habits there is hardly a better medium.
Available pro climate e-courses eg. on https://unccelearn.org are in e-learning format, a method best suited for knowledge development, while gamified learning can lead to skills and habits development as well as the change of thinking patterns and lifestyles – even more so, since it will be available in Partner languages. With the gamification adults can not only learn what can be done to help the environment on a global scale but also get immediate hints and instructions on what they personally can do here and now and get feedback on their progress.
Partners want to use the power of education to create pro-eco habits forming experience. With GoBeEco Gamification (a web based application) they aim at encouraging adult learners to change their lifestyles to eco friendly ones but also by showing that learning can be fun to continue personal development.
GoBeEco gamification will be available to all learners as a web based application after the project termination. Due to its universal topic & the form attractive to nearly every adult learner, it can be easily used by educators and teachers from other sectors like VET, higher education or even at schools. It will be easily accessible for other stakeholders too, in the Partners countries and abroad (EN version). So potential users’ group could be multiple times larger than this proposal.