DIGITAL LIBRARY
GENIUSUP AND SUSTAINABLE DEVELOPMENT GOALS
1 Universitat de les Illes Balears, UVJIA (SPAIN)
2 Rem Experience (SPAIN)
3 Universitat de les Illes Balears, Departament Quimica (SPAIN)
About this paper:
Appears in: EDULEARN24 Proceedings
Publication year: 2024
Page: 10776 (abstract only)
ISBN: 978-84-09-62938-1
ISSN: 2340-1117
doi: 10.21125/edulearn.2024.0500
Conference name: 16th International Conference on Education and New Learning Technologies
Dates: 1-3 July, 2024
Location: Palma, Spain
Abstract:
The society of the 21st century faces a significant number of challenges and education is the instrument that can best help provide solutions to all these risks that affect our quality of life and that of the planet. It is, therefore, essential to work on these contents in classrooms from an early age and one way to do so is through the dissemination of the Sustainable Development Goals (SDGs). We propose promoting knowledge of the SDGs among society, in general, and the educational community, in particular, and offer resources to introduce the 2030 Agenda, using digital technologies and applying innovative methodologies such as gamification.

The GeniusUp project is a modular project developed at the University of Balearic Islands that seeks to promote scientific culture using Information and Communication Technologies. The proposal is to add to the GeniusUp card game module a new deck that adds to the previous ones a set of cards dedicated to the contributions of chemistry to Sustainable Development, which, logically, are related to the SDGs, thus allowing them to be introduced and worked with. This new set will follow the structure of the previous decks and basically focus on contributions related to six of the SDG: Zero hunger; Clean water and sanitation; Affordable and clean energy; Industry, innovation and infrastructure; Responsible consumption and production and Climate action, although, given that many of the problems or challenges being worked on are transversal, it will also allow the introduction of aspects of most of the rest of the SDGs.

This project presents an alternative approach to integrating Sustainability and the Sustainable Development Goals (SDGs) into schools and society and enables the 2030 Agenda to be introduced and ingrained in everyday life starting from primary and special education, rather than treating it solely as an action plan, as has been the case until now. These new cards game will be implemented physically and on mobile devices, so the cards will include several markers that allow the use of Virtual and/or Augmented Reality.
Keywords:
Scientific competencies, educational software, Serious Games, primary education, virtual & augmented reality.