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Interdisciplinary Gamified Teaching of Critical Metals

Interdisciplinary Gamified Teaching of Critical Metals
Contributors
University of Pennsylvania
Learning Objets
Summary
A guide to several tools created by a group of people at the Center for Sustainable Separations of Metals to gamify and introduce the ideas of critical metals.

Maxwell H. Furigay (a), Nikhil S. Chellam (b), Marta Guron (a), Juno Johnson (c), Sarah Bennett (c), Leighton O. Jones (b), Wenqi Liu (b), George C. Schatz (b), Eric J. Schelter (a), J. Fraser Stoddart (b), Shane S. Galley (c), and Jenifer C. Shafer (c)

(a) P. Roy and Diana T. Vagelos Laboratories, Department of Chemistry, University of Pennsylvania, Philadelphia, PA 19104, United States

(b) Department of Chemistry, Northwestern University, Evanston, Il, 60208, United States

(c) Department of Chemistry, Colorado School of Mines, Golden, CO, 80401, United States

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Moderation state
Published
Object Type
Activities/Technology (e.g., in-class activities, online games, hands-on activities/manipulatives, outreach, virtual tools, etc.)
Audience
Elementary School
Middle School
High School (Secondary School)
Published on
Green Chemistry Principles
Use of Renewable Feedstocks
Real-Time Pollution Prevention
U.N. Sustainable Development Goals (SDGs)
Reduced Inequalities
Responsible Consumption and Production
Learning Goals/Student Objectives
To introduce systems involved in sourcing critical metals needed for technology using bingo and mining flash cards to engage science, geography, and economics classes alike.
Common pedagogies covered
Game-based learning

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Safety Precautions, Hazards, and Risk Assessment
N/A