Result description
BioHeroes is an educational card game designed to raise awareness about bioeconomy and sustainability among children. The game involves 2-6 players and is suitable for children aged 6 and up. It teaches players about the roles of professionals in fields like agriculture, recycling, research, transport and consumption through engaging tasks and challenges.
The game consists of cards representing different professions, tasks, and actions. In each round, players match profession cards with related task cards, using action cards to either advance their own progress or hinder their opponents’. With two different modes of play, BioHeroes caters to both beginner players and those seeking a more complex challenge.
This result serves as a tool to foster environmental education in a fun and interactive way, supporting critical thinking and sustainability awareness. By making the game public, AIJU aims to inspire children and educators, contributing to a more sustainable and circular future.
Addressing target audiences and expressing needs
- Marketing Mentoring or Coaching
- Legal / IPR advise
- Collaboration
AIJU is looking for contributors to translate materials into multiple languages, industrialize the game, support the digital transformation of content for seamless application in diverse contexts such as museums and youth centers, manage IPR issues to ensure accessibility, and help promote the game, inspiring a sustainable and circular future.
- Other Actors who can help us fulfil our market potential
- Academia/ Universities
R&D, Technology and Innovation aspects
The game was developed as print-to-play and uploaded to the GenB project website. Next steps include producing a small batch for distribution and/or large-scale industrialization, developing its educational potential through guides in formal, non-formal, and informal settings, and creating additional materials like sticker books based on the game’s visual identity.
As a print-to-play game, it can be easily reproduced and distributed in multiple markets without significant production costs. The game’s digital format ensures that it can be consistently delivered and adapted for diverse educational settings (formal, non-formal, and informal), across various regions and languages. Its scalability is supported by the potential for industrialization, the development of supplementary materials, and its adaptability to different age groups, ensuring a consistent and reliable learning experience for a wide audience.
It is on the GenB website for at least 10 years.
