Abstract

The Agenda 2030 of the United Nations (UN) calls upon the education sector to develop educational processes that contribute to students acquiring the necessary competencies for sustainable development. However, this education must be adapted to the demands of current generations to make learning meaningful, as exemplified by the use of innovative resources such as serious games and simulations. In order to identify innovative teaching methodologies for sustainability and circular economy education, a systematic literature review was conducted based on documents published from 2008 onwards in the Scopus and Web of Science. As a result, 99 innovative games and digital resources were mapped. It was observed that the literature often mentions them superficially and focuses on higher education levels. Information regarding the availability of tutorials, the complexity level of the game, the time required for the activity, and the instructional level demanded is lacking. By mapping these gaps that should be considered in future research and in the use and development of innovative games and resources, this study provides interdisciplinary contributions that may be of interest to educators, corporate training professionals, and game developers.The conclusions highlight the need for integrated, holistic and longitudinal approaches in education for sustainability and circular economy.

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