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IICA ANNOUNCES SOFT LAUNCH OF THE BIO-ECONOMY GAMIFIED COURSE

País de publicación
Jamaica

Kingston, September 11, 2020: IICA is pleased to announce the release of the web version of the Bio-economy World gamified course. This marks the soft launch of the PLAY to LEARN solution developed by IICA and multimedia company, SchoolToonz.

Gamification integrates game-design elements to non-game contexts. IICA Delegation in Jamaica Representative, Dr. Elizabeth Johnson, described the platform as “a fun way to learn about the bio-economy”.  The gamified course is especially relevant as we embrace online education during the COVID-19 pandemic. The bio-economy course promotes the integration of sustainable natural resource management, climate smart agriculture, and application of science and technology to solve problems, work smarter, and create new businesses. So, as users play to learn, they will ultimately LEARN to EARN. The gamified course is free for all users!

Bio-Economy World is available via web access at the link:   http://play.biolearning.online/admin

As IICA fully rolls out the Bio-economy World, other avenues to access the gamified course will be made available.

Users will learn about the new paradigm for industry as they navigate through the Bio-economy World with Lateisha Learner, a 16 year old girl from a rural community in the Caribbean. Due to the effects of climate change, the farm Lateisha grew up on has begun to suffer, and Lateisha is worrying about the future of the farm. She is determined to find a way to preserve their livelihood and embarks on a quest for knowledge and adventure to save her parents’ farm.

The player/learner will journey with Lateisha as she is first introduced to the Bio-economy and must relay the information to her father to help the farm. Lateisha meets a variety of experts and intriguing characters (researchers, farmers, entrepreneurs, teachers and even robots), who share their knowledge and guide Lateisha on her adventure. Players will acquire new insights on science, agriculture, technology and business as they traverse across villages, towns and islands in this Caribbean expedition.

Player/learners earn points and prizes when they acquire information, explore the game world and undertake challenges. Each player/learner is allotted a bio-inventory that stores all the points and prizes earned throughout the game. The more information the player gains and tasks successfully completed, the more points and prizes gained. The bio-inventory also acts as a reference library, explaining how the prizes won can help Lateisha’s family farm. 

We will keep you informed as the BIO-ECONOMY WORLD becomes available on other, and update this page with ways to access the gamified course via download to mobile device and computer. 

More information:

Shauna Brandon, Rural Development Specialist at IICA

shauna.brandon@iica.int 

bio world
Players will acquire new insights on science, agriculture, technology and business as they traverse across villages, towns and islands in this Caribbean expedition.