Using a game with 42 cards, each representing a factor for climate change, participants discover climate causes and consequences. This teaching model way created by a French professor who tested the game with his students, based on the IPCC’s findings.
A new virtual reality experience developed by the University of South Australia is educating children about bushfires and helping them learn how to be safer in such incidents. They participate in problem-solving activities to save themselves and the dog.
This briefing discusses how best to build child-centred resilience. It proposes universal foundations, arguing that climate finance should provide children with a shock-responsive ‘safety net’ that prioritises their access to social assistance programmes.
Rivercraft uses a virtual-world-generating video game to show the destructive impact flooding could have on Preston, in the North West of England, and teaches users about climate change, the environment, STEM, digital skills and engineering.
Aimed at teachers and educators, this short guide contains practical advice, classroom activities and helpful planning tools to inspire and motivate young people aged 9-16 to take action for our planet and its people.
Unpicks the challenges and opportunities for young professionals to support in translating early warning into early action as identified in a recent webinar by the Water Youth Network, the Anticipation Hub and the Associated Programme on Flood Management.