Typ
Class activities
Thema
Act for the climate
Auch in anderen Sprachen vorhanden: Englische Version Französische Version

Consumption in 2042

Céline and Lucas, students at the DSAA, created a classroom activity on consumption.

ConsumptionDSAA

 

USER MANUAL:

Consumption has a direct impact on how we treat the Earth and its resources: extraction of raw materials, pollution due to production and product transportation... Therefore, it has been decided to address the issue by focusing on different ways of consuming that are more environmentally friendly and in line with sustainable development. There is a bias towards concentrating our media effort on what is achievable at the individual level and its impact.

 

  • Part 1: The Story - "Consumers of the Future":
  • The first panel illustrates the "consumers of the future," characters who are actually archetypes/personifications of alternative consumption patterns (the minimalist, the nature lover, the tinkerer, and the altruist). Through these characters, we discover how, on their scale and in relation to their interests, they consume more responsibly, associated with information about the objects they own.
  • To accompany these narratives, we have the second panel titled "Good Plans in 2042," where you can find a map of a city with the infrastructure that allows for more environmentally responsible consumption to reduce our carbon footprint.
  • The third panel, on the other hand, compiles the descriptions of the characters from panel 1 and the buildings from panel 2! It is up to the students to cut them out and place them next to the corresponding character/building. Suggested organization: The teacher reads a description, and the students agree on the character/building to which it refers, and then we move on.

 

Part 2: The Workshop - "1 Year Without Increasing Your Carbon Footprint":

A cooperative balance game where the shapes to balance symbolize the CO2 from a consumption action. In addition to the "balance" challenge, students will read everyday actions and will have to debate which future consumer (the minimalist, the nature lover, the tinkerer, or the altruist) could have performed this action: this interaction makes the content (the substance) more engaging.

Educational Objective: To highlight alternative consumption through a playful and educational approach, to encourage reflection on different ways of doing it, to show that they are accessible/achievable in daily life for young people, and may even be desirable.

The intention behind the graphic direction, this concept of personification, and the workshop is for the young audience to identify with this scenario and its inhabitants: to present a desirable lifestyle that resonates with their social codes while raising awareness.

 

 

* It should be noted that these posters have not been validated by the Scientific and Pedagogical Committee of the OCE.

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