Ecofarming: A Gamified Simulation for Teaching Sustainable Entrepreneurship in Brazilian Biomes

ABSTRACT Objective: training for sustainable practices can mitigate the environmental impacts of expanding production systems. Brazil, a leader in agriculture, is a favorable setting for this type of training. Recently, it included entrepreneurship education (EE) in the National Common Curricular Base (BNCC). Thus, there is an opportunity to integrate the teaching of sustainable entrepreneurship with innovative approaches, such as gamification. From this perspective, the literature highlights two main problems: (I) the lack of a gamified tool for teaching sustainable entrepreneurship in Brazil that considers local elements such as biomes and geographical characteristics; and (II) the scarcity of gamified approaches in EE in high school. This article presents the proposed gamified simulation called EcoFarming, a multiplayer web platform aimed at the high school context, simulating entrepreneurship and sustainable agricultural management in Brazil. Method: the study followed the methodological steps of design science research (DSR), including the design, ideation, and conceptual model of the game. Results: in summary, the resulting prototype considers that players will make decisions for the creation and management of an agricultural enterprise, integrating dynamics based on the Brazilian context, its different biomes, and specific environmental conditions of the country. Conclusions: the article presents opportunities for future studies and recommendations. Its application in the educational context has the potential to increase awareness among students and professionals, empowering them to adopt attitudes aligned with the Sustainable Development Goals (SDGs): 2 (Zero Hunger and Sustainable Agriculture), 7 (Affordable and Clean Energy), 12 (Responsible Consumption and Production), and 13 (Climate Action).

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Publication Details

Journal
Revista de Administração Contemporânea
Published
2025-01-01
DOI
https://doi.org/10.1590/1982-7849rac2025240218.en
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44
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article

Ecofarming: A Gamified Simulation for Teaching Sustainable Entrepreneurship in Brazilian Biomes

Ana Maria Jerônimo Soares, Felipe Luiz Neves Bezerra de Melo
1 citations
Revista de Administração Contemporânea
Educational Games and Gamification
3.44
article

Ecofarming: A Gamified Simulation for Teaching Sustainable Entrepreneurship in Brazilian Biomes

Ana Maria Jerônimo Soares, Felipe Luiz Neves Bezerra de Melo
article en
1 citations

Abstract

ABSTRACT Objective: training for sustainable practices can mitigate the environmental impacts of expanding production systems. Brazil, a leader in agriculture, is a favorable setting for this type of training. Recently, it included entrepreneurship education (EE) in the National Common Curricular Base (BNCC). Thus, there is an opportunity to integrate the teaching of sustainable entrepreneurship with innovative approaches, such as gamification. From this perspective, the literature highlights two main problems: (I) the lack of a gamified tool for teaching sustainable entrepreneurship in Brazil that considers local elements such as biomes and geographical characteristics; and (II) the scarcity of gamified approaches in EE in high school. This article presents the proposed gamified simulation called EcoFarming, a multiplayer web platform aimed at the high school context, simulating entrepreneurship and sustainable agricultural management in Brazil. Method: the study followed the methodological steps of design science research (DSR), including the design, ideation, and conceptual model of the game. Results: in summary, the resulting prototype considers that players will make decisions for the creation and management of an agricultural enterprise, integrating dynamics based on the Brazilian context, its different biomes, and specific environmental conditions of the country. Conclusions: the article presents opportunities for future studies and recommendations. Its application in the educational context has the potential to increase awareness among students and professionals, empowering them to adopt attitudes aligned with the Sustainable Development Goals (SDGs): 2 (Zero Hunger and Sustainable Agriculture), 7 (Affordable and Clean Energy), 12 (Responsible Consumption and Production), and 13 (Climate Action).

Revista de Administração ContemporâneaVol. 29(1)
Instituto Federal do Rio Grande do Norte (BR), Universidade Federal do Rio Grande do Norte (BR)
Openalex Percentile: Top 10%
Educational Games and Gamification
3.44
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