Teaching about Raw Materials and Geology at school: the BetterGeo Mod and the engagement of youngsters as Young RM Ambassadors
Conference Paper
Publication Date:
2022
abstract:
With an increasing population requiring new technologies demanding larger quantities of a wider array
of minerals, our society is increasingly reliant on minerals and metals. To help raise awareness about
these issues and Geology, the use of games as learning tools can be a valuable way to help pupils
learn while having fun. BetterGeoEdu, an European project funded by EIT RawMaterials, was
designed to support formal and informal educators in teaching and learning about mining issues by
using Minecraft, one of the most popular video games in the world where the player has to survive in
an open 3D world by collecting raw materials to create tools and buildings, and by mining for metals
and minerals to advance in technologies. By altering Minecraft's base functions with realistic Geology,
the BetterGeo modification (mod) adds multiple new rock types, including corresponding ores along
with realistic locations for them in the virtual world. What was called "stone" in the original version is
now gabbros, limestones, banded iron formations, shales, gneiss, etc. In addition, educational
materials (exercises and relative instructions) targeted to children from 8 to 12 years old, were
developed by using the mod and were proposed to teachers, museums, geoparks, and activity centers
thanks to train-the-trainer programs as well as freely available exercises and instructions on the
website. In order to involve teenagers in the dissemination action towards society, high school
students from 15 to 18 years old, in collaboration with another European Project called RM@Schools,
were asked to act as "ambassadors" of raw materials (Young RM Ambassadors) and involved in
activities at primary and middle schools, by tutoring younger students during the game phases and the
execution of the exercises in class. The combination of skills by young tutors, their ways to
communicate, and the experience of teachers and researchers helped to bridge the generation gap
that often separates adults (including teachers) from the world of gaming, which instead attracts and
fascinates children and teenagers. This contribution describes the experience attained during the
school year 2021-22 in the framework of mandatory work-related learning activities for secondary
school students in Italy.
Iris type:
04.01 Contributo in Atti di convegno
Keywords:
Serious Games; Raw Materials; Minecraft; Circular Economy; Young RM Ambassadors
List of contributors:
Giuliani, Silvia; LAPINSKA-VIOLA, Renata; Bellucci, LUCA GIORGIO; Torreggiani, Armida; Zanelli, Alberto
Book title:
The Future of Education 12th