Our plan involves achieving three important outcomes, each essential for accomplishing the main goal of our project: increase the interest of high school students to study the topic of circular chemistry using digital tools, innovative games and at the same time to motivate them to prepare experiments at home.
The gamification of education can enhance levels of students’ engagement similar to what games can do, to improve their particular skills and optimize their learning. On the other hand, scientific studies have shown adverse outcomes based on the user’s preferences. The link among the user’s characteristics, executed actions, and the game elements is still an open question. Within the project, through produced tool we will maximize enjoyment and engagement, capturing the interest of learners and inspiring them to continue learning.