Schools

Megagames that deepen learning.

Megagames let students test knowledge in a simulation: a safe environment that responds to their interactions and makes complex relationships understandable.

Learning through action

From theory to experienced understanding.

When students act in a simulated system, they can test ideas, see consequences and understand how different parts of society affect each other. It creates a different kind of learning than reading or lectures alone.

Players are given roles, goals and limited information. They need to collaborate, make decisions and reflect on what happened. In follow-up work, the teacher can connect the experience to subject content, concepts and course goals.

Safe simulation

Students can test courses of action and see effects without real risk.

Shift in perspective

The roles let students see the issue from other actors’ perspectives.

Reflection

After the game, experiences can be analysed and linked to teaching.

Changing the Game of Consumption

School packages for a concrete megagame.

Support for schools

The implementation model was developed with support from Leader Sjuhärad.

The model that helps schools build their own capacity around Changing the Game of Consumption was developed within the framework of Leader Sjuhärad.

Leader Sjuhärad. Co-funded by the European Union.