2. The Game with Impact:
Gamification in Environmental
Education and Entrepreneurship
• Alexandr Iscenco
alexander@megageneration.com
• Johnathan Li
johnathan@megageneration.com
3. State of Environmental and
Entrepreneurship Education
1. Define terms
2. Current trends and methods
4. Environmental Education (EE)
“the learning process that increases people’s
knowledge and awareness about the
environment and associated challenges,
develops the necessary skills and expertise to
address the challenges, and fosters attitudes,
motivations, and commitments to make
informed decisions and take responsible action”
- UNESCO -
8. Entrepreneurship Education
“teaching the capturing of ideas, converting
them into products or services, and building a
venture to take the concept to market with the
inclusion of risk taking, pro-activity, and
innovation as key elements”
- UNESCO -
12. Summary
• Environmental Education
– Growing topic
– Moving towards alternative teaching methods
– Development opportunity in areas outside of
primary, secondary, and higher education levels
13. Summary
• Entrepreneurship Education
–Both in-school and external programs for
entrepreneurship education can be improved
–There is a high demand for entrepreneurship
education
–Possible improvement in supply or accessibility of
programs to meet demand
16. Average level of interest for
improving the environment
School courses are adequate
at teaching skills
Interest for educational system incorporating
project based learning
18. GAMIFICATION
The use of game tools, mechanics, and
techniques in non-game context.