[NOTE: this product contains 6 (physical) game boxes, 6 (physical) decks of SDG cards, PLUS a comprehensive digital material that is accessed through the Snowflake Toolkit online platform]
The Dilemma board game is an interactive tool for introducing the concept of sustainable development. The game challenges students to go outside their comfort zone, to discuss and debate, think critically, as well as explain key concepts to one another.
The SDG (Sustainable Development Goal) cards is a versatile tool to introduce discussions around the United Nations’ Sustainable Development Goals, the 17 SDGs included in the Agenda 2030. We have developed several workshop exercises around these cards and it is also easy to develop your own exercises based on them.
Progression in the Dilemma game is based on two different types of question cards: knowledge-based quiz questions and dilemma questions – both linking to sustainability. Knowledge-based questions can be used as a learning activity in their own right or as a knowledge-check in more advanced settings. The dilemma questions act as an incentive to initiate discussions in relevant areas.
Dilemma is used in two learning packages in the Snowflake Toolkit:
Values Thinking: in this learning package, students learn how to problematize around sustainability solutions. They practice to identify values that lie behind different opinions, and debate based on an assigned position. In the seminar, the SDG cards are also used.
Constructive Debate: in this learning package, students practice by again taking a position in a debate. They will then use the polarity mapping tool to understand a polarized subject, discuss how to manage such polarization and design well-thought-out compromises.
[NOTE: this product contains 6 (physical) game boxes PLUS a comprehensive digital material that is accessed through the Snowflake Toolkit online platform]
ClimeOut is a board game about Earth’s climate system and climate change. Teams compete and challenge each other in three different types of duels.
Teaching about climate change is challenging: the climate system is complex, forecasts of the future include difficult discussion on probabilities, and the topic as such awakes emotions. ClimeOut gives students the opportunity to discover the fascinating climate system together with their peers.
Since a lot of students worry about climate change, there is a great value of discussing scientific data together with peers, and translate the vocabular of climate research into a language used by the group. Clime Out increases student understanding and confidence in the topic of climate change – in an engaging, energetic and enjoyable manner.
In the game, teams compete to remove the largest amount of greenhouse gas from the atmosphere. The teams challenge each other in duels and the winner of each duel may remove a number of greenhouse gas tokens from the board. There are three types of duels:  the Quiz (fact-based questions within a climate-related topic),  the Glossary (duel on who is fastest at explaining climate glossary to their teammate) and  the Duel (duel on who is fastest at gap filling and explaining a graph, chart or a chain of events).
ClimeOut is used in one learning package in the Snowflake Toolkit:
Earth’s Climate and Climate Change: in this learning package students gain a deeper understanding of the Earth's climate system and climate change. They learn more about strategies for how climate research can be communicated to the public and they will also be able to practice explaining the natural science background of climate change (even if the students are not within a natural science field themselves).
This package also includes 40 student licenses.
The climate is at stake and there is no time to lose!
FishBanks: Systems Thinking Learning Package [1 classroom game + 40 student licenses]
[NOTE: this product contains 1 (physical) game box PLUS a comprehensive digital material that is accessed through the Snowflake Toolkit online platform]
FishBanks is a simulation game in which participants take on the role of fishing companies. By managing their fishing fleet and the relationship with the other teams in the game in a thoughtful manner, the task is to maximize the value of their company. This task involves managing a renewable resource (fish) within the framework of a complex system with both reinforcing and dampening feedback loops and elements of competition as well as collaboration.
The game is a demonstration of the concept of the tragedy of the commons, an introduction to systems thinking, and trains strategic decision making with limited access to information. Linked to the game itself, there is a comprehensive debriefing material as well as suggestions for homework assignments.
FishBanks is used in one learning package in the Snowflake Toolkit:
Systems Thinking: in this learning package students experience basic principles from system dynamics, which is an approach to understanding systems. Through the role-playing game FishBanks they practice managing a renewable resource, while at the same time being part of a complex system with multiple actors and information overload.
In the Loop: Materials Learning Package [5 game pieces + 40 student licenses]
[NOTE: this product contains 5 (physical) game boxes PLUS a comprehensive digital material that is accessed through the Snowflake Toolkit online platform]
The In the Loop board game is an effective introduction to the concepts of material flows, life cycle thinking, and circular economy. It presents resource-related challenges of modern society in a fun and engaging way, and triggers players to find solutions. This is a classroom package, intended for use in schools and universities, but the game is also used in workshops, classes and events with participants from industry practitioners, academic institutions, and general game enthusiasts.
Taking action towards smarter resource use and circular economy is crucial for today’s companies and countries. In the Loop helps take the first step in identifying what moving towards a circular economy can mean in reality.
In the Loop is used in one learning package in the Snowflake Toolkit:
Critical Materials and Circular Economy: in this learning package students are introduced to how to sustainably manage the use of materials. The focus is on concepts such as critical materials, resource management and circular economy. Questions that are discussed include: what does a smartphone consist of? Which countries contribute to the production of critical materials? How can business strategies contribute to reducing resource waste in the supply chain? In the board game In the Loop participants attempt producing products and exploring the complexities of resource management.
This package also includes 40 student licenses.
Full Faculty Package [4 games (18 game pieces) + SDG cards (6 decks)]
Snowflake Education’s mission is to help learning institutions to embrace sustainability as an important and even crucial ingredient in their education programs. With this comprehensive package, your institution will have full access to the following teaching tools:
The Snowflake Toolkit: online learning platform with associated teaching material such as video lectures, student assignments, digital exam, infrastructure for submissions and managing student results (prepares students for playing games, and follows up on learning from game seminars)
Dilemma: board game for introducing sustainability and values thinking
ClimeOut: board game for introducing climate change
FishBanks: board game and classroom simulation for fostering a systems thinking
In the Loop: board game for learning about material flows, life cycle assessment and the concept of circular economy
SDG (Sustainable Development Goal) cards: a versatile tool to introduce discussions around the United Nations’ 17 Sustainable Development Goals
Training and onboarding: you will have access to our staff for support and onboarding questions PLUS an exclusive set of 20 consulting hours that can be used for training and/or course co-development (tailored in accordance to your needs)
You will have full access to all this material, with full course developer rights to the digital material meaning that you can add an unlimited number of teacher/faculty and student accounts to the system.
The time limit for this full access is restricted to 12 months, after which a small fee will be charged on each new account license that is issued. Note that individual accounts are not time-limited though, as each new account that is created can be used throughout a multi-year program. Students can even access the material after they have graduated.
All this material will be provided to enable you to facilitate seminars with student groups of up to 40 students at the time. This means that you will get:
Dilemma: 6 game boxes
ClimeOut: 6 game boxes
FishBanks: 1 game box
In the Loop: 5 game boxes
SDG cards: 6 decks
It is fully possible to run seminars with several hundred students at the time. Additional copies of each game are available at:
Dilemma: 120 EUR per additional game box (3-7 students per game)
ClimeOut: 120 EUR per additional game box (3-6 students per game)
FishBanks: 179 EUR per additional game box (4-40 students per game)
In the Loop: 144 EUR per additional game box (2-8 students per game)
SDG cards: 15 EUR per additional deck (17 SDG cards in each deck)