Lesson Plans

Activity 1

The ECOCEO game

Total Duration of the Whole Activity

Number of Participants

4-5 hours

Learning Goals:

▪ to explain the basic concepts and strategies of a circular economy, such as recycling, take-back, reuse, design-for-repair, product-service systems;

▪ to use the basic principles of entrepreneurship and company management;

▪ to explain and compare linear and circular economy business models;

▪ to identify the impact of resource scarcity and other external events on a company;

▪ to make decisions on managing resources, personnel, investments and capital in a simplified small-scale company context;

▪ to translate theoretical concepts and definitions about the circular economy into practical actions and real-life examples.

Topic

1. Introducing ECOCEO: A Dive into eco-friendly journey with ECOCEO, an innovative game designed to educate and entertain players about sustainable practices. Delve into the intricacies of environmental stewardship and strategic decision-making.

2. Experience the Game Online: Engage in the virtual world of ECOCEO by playing online. Immerse yourself in a dynamic gameplay environment where every choice you make impacts the ecosystem. Join fellow players in shaping a sustainable future through collaborative efforts and strategic gameplay.

3. Evaluation and Discussion: Participate in an insightful evaluation of ECOCEO through a discussion group to explore specific questions that aligns with real-world sustainability goals, and the lessons learned from gameplay experiences.

Time

90-120 minutes

Learning objectives

EcoCEO is an interactive and captivating educational game designed for classroom use. It effectively raises awareness and imparts knowledge about circular economy strategies and business models in an enjoyable, hands-on manner. In the game, players take on the role of running a company that manufactures electronic goods like microchips, smartphones, and e-bikes. They must make critical decisions regarding resource management, production processes, and revenue models. By strategically combining investments, players can enhance their company's performance and profitability. However, unexpected events may arise, adding complexity to their plans.

This game serves as a powerful demonstration of how linear and circular business approaches impact a company's performance and resilience in the face of external factors such as policy changes, market fluctuations, and resource availability. It educates students on the significance and potential benefits of circular strategies, including recycling, take-back systems, reuse and repair initiatives, as well as product-service systems.

Moreover, EcoCEO offers flexibility in its gameplay, allowing it to be enjoyed either online or in a traditional paper-based format.

This EcoCEO is available in 22 different languages.

Content / Methodology/Evaluation

Procedure:

  • PREPARATION OF THE GAME MATERIALS

▪ Download the Print&Play version from the ecoCEO website.

▪ Print the playing cards on thick paper. The Print&Play file is formatted for two-sided printing. If you use a black-and-white printer, please use the black-and-white version of the game, to assure contrast.

▪ Print the ‘game manual’ and ‘word list’ for reference

▪ Cut out the cards and money tokens ▪ You need a playing set per 8 students ▪ Provide a timer or a clock for time-keeping

  • PREPARATION OF THE CLASSROOM

▪ Divide the students into groups of 3-8, depending on the overall group size. Provide a table, chairs and a card set per group.

  • PLAY THE GAME (online)

▪ Facilitator should register on the platform and open a session. Facilitator will get a specific session-ID.

▪ Divide the class into teams.

▪ Each team surf to https://game.ecoceo.vito.be and fills in the session-ID.

▪ Facilitator will press START when all teams are in the session

▪ After the game has started, no more teams can be added.

Evaluation:

Facilitating knowledge transfer is a crucial step in solidifying the information trainees have gained during the game. To ensure effective knowledge transfer, we suggest allocating time for a debriefing at the conclusion of the game session. This debriefing should center on the trainees' proficiency in providing definitions in their own words, establishing and elucidating connections between session topics and the topics of VALORISTE project, and motivating them to relate their newfound knowledge to real-life examples.

The whole group discusses one or more questions asked by the teacher. Examples of questions:

• How did it go?

• Which strategies did you invest in? Did they pay off?

• Which challenges did you come across while running your company?

• Which choices or trade-offs did you have to make?

• Can you think of real-life examples of the mentioned activities/strategies?

• Which strategies were most powerful? Why?

• How did the events affect your strategy?

Material / Tools / Equipment

  • 1 laptop, desktop or tablet per team
  • 1 laptop or desktop for the teacher/facilitator
  • Internet access

Comments

The objective of this activity is to enhance participants' comprehension of the significance of Small-Scale Projects (SSPs) in fostering Circular Economy. Additionally, it aims to cultivate an understanding of systems theory, particularly within the realm of SSPs and circular economy advancement. Systems thinking plays a pivotal role in grasping the interrelations between different components, and it further builds upon the knowledge shared during the WP2 presentation.

https://ecoceo.vito.be/en