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DIGITAL GAMIFICATION IN CIRCULAR ECONOMY STUDY PROCESS: BEST PRACTICES, CHALLENGES AND BENEFITS

Māris Purviņš, Dzintra Atstāja, Natālija Cudečka-Puriņa

First published: 2025-08-15https://doi.org/10.5593/sgem2025/5.1/s21.096View metrics

Abstract

The idea of making learning enjoyable using games, GBL, encourages students to think out of the box, work with others and oversee individual learning. This paper investigates GBL by explaining its theoretical framework and explaining the advantages while putting into perspective the practice issues such as lack of sufficient resources and hostility towards change. This segment provides evidence of two educational games that were adapted digitally. The Circular Economy game which is an offshoot of the Quadruple Helix Concept project allows students to use games and artificial intelligence to test business sustainability ideas. The Fiftyville Investigation on the other hand exposes the students to a world of mysteries and helps them perform better in research as well as analysis and teamwork within a virtual space. These games are effective in stimulating GBL, the bridging of concepts and the application of knowledge, as well as the development of strong and deep learning which caters to studentsпїЅ diverse needs. And although there are obstacles, their use exemplifies the great potential of new strategies in promoting vibrant and comprehensive learning environments and training students to deal with complex problems of the world.

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Publication details

Title
DIGITAL GAMIFICATION IN CIRCULAR ECONOMY STUDY PROCESS: BEST PRACTICES, CHALLENGES AND BENEFITS
Authors
Māris Purviņš, Dzintra Atstāja, Natālija Cudečka-Puriņa
Proceedings
25th International Multidisciplinary Scientific GeoConference Proceedings SGEM2025, Ecology, Environmental Economics, Education, and Legislation, Vol25, Issue 5.1.
Publisher
STEF92 Technology
Year
2025
Pages
751-758
SWS Citekey
Purvinš202521751758
ISSN
1314-2704; 13142704
ISBN
9786197603859
Language
en
Publication type
Conference Paper
Proceedings contents
Open official contents
Keywords
References17
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