33.Sustainable Fishing in the North Atlantic Ocean
Students investigate sustainable fisheries, overfishing, bottom trawling, bycatch and aquaculture in the North Atlantic. VR and digital simulations support marine ecosystem analysis, fisheries management decisions and responsible seafood awareness.
32. The Planet’s Engine: Ocean-Atmosphere Interaction & Climate Change
Students act as climate scientists and policy makers to investigate ocean-atmosphere interactions, carbon sinks, warming, sea-level rise and biodiversity change. VR expeditions, data interpretation and storytelling support climate mitigation and adaptation thinking.
30.Water – A Critical Resource. How Can We Protect the Baltic Sea?
Students investigate water as a critical resource and analyse Baltic Sea pollution, eutrophication and wastewater treatment. VR and STEAM activities support data interpretation, civic responsibility and proposals for protecting marine environments.
29.Where Does Our Food Come From? The Environmental Footprint of Products
Students analyse food origins, production systems and environmental footprints, including CO2 emissions and food miles. VR visits, data analysis and group projects help learners compare sustainable choices and understand agriculture’s social dimensions.
6.Plastic Journeys: Tracking Trash in Virtual Reality (Human role in polution)
Young learners follow the journey of plastic waste from the school environment to drains, rivers and the ocean. Through storytelling, VR and creative teamwork, they understand cause-and-effect relationships and propose cleaner futures.
3. Plastic Journeys: Tracking Trash in Virtual Reality (investigation pollution)
Students explore recycling and pollution through immersive storytelling from the perspective of discarded objects. They use VR scenes and creative expression to build empathy, understand recycling choices and redesign a more sustainable ending.
4.Ocean Heroes: Taking Action to Protect Marine Ecosystems through VR
Students become Ocean Heroes by exploring marine ecosystems in VR, identifying pollution threats and designing realistic actions to protect oceans. The lesson combines environmental education, English communication, collaboration and creative project work.
