Overview

Identify and execute opportunities to incorporate climate change content into instructional technologies, devices and software products, including video games and educational simulations such as SimCityTM.

Participants | Objectives   

Objective

  • Target products. Ensure that the products reach across a range of interest and skill levels. We now have much more ability to narrowcast to reach different youth segments than when Sesame Street became a core educational media outlet for addressing literacy broadly and we should exploit this capability.
  • Desktop climate simulations. Reach out to IBM, Apple, Dell and other original equipment manufacturers to explore bundling of simplified climate change simulation models (General Circulation Models) or other climate change-related tools into the educational versions of their products. Use these platforms to expand opportunities for “citizen-science” and experiential engagement. One focus could be teaching how simulation models are calibrated in relation to real-world empirical observations and inviting users to enter local measurements into their program.

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