Work-in-Progress—Digital Twin and Gamification for Designing an Educational Lab for Circular Economy

Authors

  • Samira Keivanpour Polytechnique Montreal Montreal, Quebec, Canada,

DOI:

https://doi.org/10.56198/

Keywords:

digital twin, gamification, circular economy education, EoL product recovery

Abstract

The effective pedagogy strategy for teaching circular economy is essential. Industry 4.0 influenced educations in different ways. This working paper presents the perspectives of the application of digital twin and gamification in teaching circular economy. A preliminary conceptual framework is proposed for teaching End of Life (EoL) products recovery topic.

 

Published

27-10-2025

How to Cite

Work-in-Progress—Digital Twin and Gamification for Designing an Educational Lab for Circular Economy. (2025). Immersive Learning Research - Academic, 1(1), 238-240. https://doi.org/10.56198/

Similar Articles

1-10 of 469

You may also start an advanced similarity search for this article.