Last week I was fortunate to participate in the first game design session of a game based on Doughnut Economics, that has the working title Seeds. There are a few things I want to share with you about this project. Today I want to share some board game ideas I picked up in the meeting.
When writing lessons it is often difficult to decide on how to present the content.
You may have wondered why I did not include some current examples in the nitrogen cycle lesson. And if you did not wonder it then, you may have wondered why I left dead zones, acid rain, air pollution and climate change out when I discussed human interference in my previous post. Let me tackle both.
In my latest post on the ecological ceiling, I introduced the Crash Course Ecology as a way to educate students on ecology. One of the comments I received on that post was that the Crash Course is extremely high paced, which may be an issue with students who are new to the subject. Therefore, I asked myself, what would a slower paced series of lessons look like?