This document discusses how low-tech learning tools can be used as part of organizational learning to foster innovation, particularly for environmental innovations. It examines three card or fan-deck based business games - the Nine Innovation Roles game, KnowBrainer tool, and Innovation Planner - that have been shown to effectively engage creativity. However, these tools do not provide guidance on systems thinking, which is important for developing environmental solutions. The document recommends further developing such tools to explicitly promote systems thinking and learning for complexity in order to better support sustainability education.