The Circular EELISA Community aims to promote the development of a mindset that favors a transition to the circular economy by addressing the socio-civic competencies of future professionals.
Game-based learning (GBL) has emerged as a powerful educational tool that leverages the inherent engagement and motivation offered by games to enhance learning outcomes (Plass et al., 2020).
Building on the premise that sustainability and the circular economy are increasingly becoming a prospect in urban communities and among youth and thus higher education, this study investigates the novel educational activity recognition system of the EELISA European University, which is designed to encourage students from technical universities in and outside Europe to adopt sustainability-driven attitudes and behavior.
Could infographic design be considered as an effective learning tool to understand and convey circular economy management concepts and data?
Discover the power of visual storytelling with the Circular EELISA Community's exhibition: "Circular Infographics: Toward More Sustainable Communities."
This study addresses a gap in the literature by investigating the role of universities in equipping students in technical fields with competencies essential for transitioning to a circular economy.
Purpose This study aims to enhance integration of game-based learning (GBL) as a tool for conveying intricate circular economy (CE) concepts effectively into international and interdisciplinary higher education collaborations for the development of sustainable communities.
European University Alliances are increasingly crucial to promoting Education for Sustainable Development (ESD) and the Sustainable Development Goals (SDGs) through research, education, and innovation.
The evolution of the linear economy model to a circular one is crucial to reduce pressure on the environment and ensure a sustainable future, which is why more and more sectors in which it is applied.
“Circular Economy Competencies in International Higher Education Settings: A Methodological Assessment based on Digital Activity Recognition”, in F. J. García-Peñalvo, M. L. Sein-Echaluce, Á. Fidalgo-Blanco (Eds.), Innovation and Technologies for the Digital Transformation of Education: European and Latin American Perspectives, Chapter 27, pp. 275-284, Springer.
“Game-Based Learning about the Circular Economy in Building Sustainable Communities: A Case of International and Interdisciplinary University Collaboration”, International Journal of Sustainability in Higher Education. In press.
Recycling demolition and construction waste is a key issue to develop Circular Economy. This is why, in the last years, new technical regulations have been approved related to it in Europe.
though Artificial Intelligence (AI) has been developing for several decades, it is now becoming accessible to the general public, including higher education students.
The rapid change in demand for requirements presents companies with the challenge of updating their service offerings, having trained personnel available, and providing teachers with the ability to offer training that meets professional needs.