Circle game: Impact of our buying behaviour


A workshop in the classroom to make young people aware of the impact of their purchasing behavior on themselves, on the planet and on future generations.

The world belongs to all people, present and future generations. That means we need to use our natural resources in a sustainable way. What we take, we must share and also give back so that future generations also get what they need.

Behind this seemingly obvious idea lies a serious problem. Because we have to take into account people we do not know and will never even know, because they are not part of our environment.

Goals

the players:

  • raising awareness of their impact on the planet and on future generations;
  • raising awareness of how this impact can be adjusted;
  • to discover possible collaborations between families (consumers) and entrepreneurs;
  • learning to think in ethical circles.

Game description :
During the Circle Game, the players are divided into two groups: entrepreneurs on the one hand, heads of households on the other.

Families need food, clothing, mobility and housing. Heads of families are responsible for those needs. They can turn to entrepreneurs for this, because they provide various products and services in that area.

Entrepreneurs want their yield to be as high as possible, which means that heads of families encounter certain thresholds. Heads of families can come up with solutions (collaboration, for example), so that they can meet all needs in an affordable way.

Moreover, all choices made by heads of families and entrepreneurs have consequences for the planet and therefore possibly also for future generations. Only when all players - heads of households and entrepreneurs - work together can they control their collective impact.

Developed by De Aanstokerij on behalf of huisvandeMens Brussels, Mensen en Wetenschap vzw and in collaboration with Muntpunt. With the support of the Institution Moral Services Brussels-Capital Region and deMens.nu .

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