Developing Sustainability Competencies Through Active Learning Strategies Across School and University Settings
Abstract
1. Introduction
2. Theoretical Background
2.1. Education for Sustainable Development (ESD)
2.2. Design Thinking in STEM and Sustainability Education
2.3. Territorialization of Environmental Education
2.4. Active Methodologies in STEM and Sustainability Education
2.5. Challenges in Multilevel Educational Implementation (K-12 vs. Higher Education)
2.6. Industry 4.0 and 5.0 Tools in Educational Settings
3. Materials and Methods
3.1. Active Methodologies
- Flipped classroom: Core concepts were delivered via instructional videos and assigned readings on the university’s Learning Management System (LMS), ecampus (Moodle 3.0), enabling students to explore content before class and use in-person time for practical, team-based application of knowledge.
- Mirror classroom: Synchronous, technology-supported sessions allowed remote participation across campuses. Real-time collaboration, content sharing, and project documentation were facilitated through tools such as Microsoft Teams version 25227.205.3936.6644, supporting joint workshops without requiring co-location.
- Project-based learning (PBL): Interdisciplinary teams designed and prototyped solutions for real or simulated sustainability problems, integrating technical and contextual knowledge.
- Problem-based learning: Learners addressed open-ended questions to develop problem-solving and critical thinking skills grounded in real-world complexity.
- Challenge-based learning (CBL): Students tackled locally relevant sustainability challenges through inquiry, co-investigation, and action-oriented project development.
- Design Thinking: A human-centered, iterative process guided students through Empathize, Define, Ideate, Prototype, and Test, encouraging empathy, creativity, and continuous refinement of ideas.
- Agile methodologies: Progress was organized through sprint-based reviews and collaborative feedback loops to promote adaptability, iteration, and continuous improvement.
- Co-creation and participatory design: Students and educators collaborated as partners in solution development, reinforcing ownership, agency, and contextual relevance.
- Maker-centered learning: Hands-on experimentation using digital fabrication tools, such as 3D printers (Creality and Bambulab from Shenzhen, China), recycled materials, and electronics like Arduino, supported creativity, systems thinking, and technical skill development.
- Service learning: Selected projects integrated community needs to enhance civic engagement and the social relevance of the learning experience.
- Experiential learning and reflective practice: Direct experience was followed by structured reflection to consolidate learning through feedback, iteration, and self-awareness.
- Peer learning: Structured peer interviews, team-based ideation, and peer-to-peer feedback were employed to foster shared learning, effective communication, and mutual support.
3.2. Tools and Technologies Used
3.3. Sources of Data and Documentation
3.4. Type of Study
3.5. Implementation Scenarios
3.5.1. Higher Education Level, Case A
- Module Design and Structure
- Participant Selection and Training
- Project Development and Fabrication
- Implementation Structure and Schedule
- Empathize: Students conducted peer interviews and developed empathy maps to identify user needs within their communities.
- Define: Insights were synthesized into “How Might We” questions, supported by tools such as root cause analysis to explore underlying systemic issues.
- Ideate: Engaged in structured brainstorming using Post-its, affinity diagrams, and divergent thinking to generate solution concepts.
- Prototype: Created low-fidelity and digital prototypes using the Autodesk Fusion 360 CAD suite and basic materials. Practiced filament extrusion from HDPE waste and utilized 3D printers.
- Test: Prototypes were presented to peers and faculty for critique. Students incorporated feedback and iterated through their designs to improve technical feasibility, usability, and alignment with user needs.
- Technical Setup and Fabrication Labs
- Final Workshop and Prototyping Challenge
3.5.2. Secondary Education Level, Case B
- Sustainability and SDGs: Here, students explored the UN Sustainable Development Goals to identify local problems and connect them with global sustainability challenges.
- Innovation and Ideation: Through structured brainstorming, students generated context-aware solutions.
- Introduction to Scientific and Technical Literacy: Participants were introduced to the scientific literature and trained in basic research and information sourcing, including popular scientific databases.
- Design Thinking: Once foundational competencies were established, students applied the five stages of Design Thinking (Empathize, Define, Ideate, Prototype, and Test) to co-develop solutions. Through a series of dedicated sessions. Each stage was explored in a separate class, combining conceptual understanding with hands-on exercises tailored to their school context.
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- In the Empathize phase, students conduct peer-to-peer interviews to explore real problems faced by their classmates in their school or community environment. These dialogues were supported by empathy maps and active listening exercises, allowing participants to identify emotional and practical needs from a first-person perspective. The activity helped students build awareness of diverse experiences and deepen their understanding of environmental and social issues.
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- During the Define session, participants synthesized their findings into clear and focused problem statements using tools such as point-of-view (POV) frameworks and How Might We questions. In addition to these scaffolding tools, students were guided through exercises aimed at identifying the root causes of the problems uncovered during the Empathize phase. Through techniques such as the “Five Whys” and causal mapping, they learned to distinguish between symptoms and underlying issues. This process emphasized the importance of not jumping to solutions prematurely, helping students recognize that misidentifying a problem often leads to misguided or ineffective interventions. By grounding their problem definitions in both user needs and systemic understanding, students were better equipped to formulate meaningful and contextually relevant design challenges, particularly those related to the sustainability issues observed in their school or community.
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- In the Ideate phase, students participated in structured brainstorming sessions where they were encouraged to generate a wide range of creative responses to the problem statements defined earlier. Using Post-it notes and visual boards, they externalized individual ideas before engaging in group discussions to cluster, connect, and prioritize proposals. Facilitators guided students through divergent thinking exercises, emphasizing quantity over perfection and suspending judgment during the early stages of idea generation. Diagramming techniques such as idea mapping and affinity grouping were used to identify common themes and organize potential directions for prototyping. A key principle during this phase was that no idea would be excluded, regardless of how simple, unconventional, or unrealistic it might initially seem, to foster an open and creative environment. This encouraged students to express themselves freely, take intellectual risks, and collaboratively explore a broad spectrum of solutions to sustainability-related challenges.
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- In the Prototype stage, students translated their selected ideas into tangible, low-fidelity models using recycled materials, cardboard, paper, and basic electronics. The goal was to quickly explore form, function, and usability. To strengthen their understanding of how ideas could transition from concepts to real-world applications, students also participated in a dedicated module on digital design and fabrication, which introduced core concepts of CAD, Computer-Aided Manufacturing (CAM), and Computer-Aided Engineering (CAE). In this module, students learned about both additive and subtractive manufacturing techniques, including 3D printing, laser cutting, and CNC machining. The prototyping process thus became not only a creative exercise but also a gateway to developing technical and digital fabrication skills relevant to sustainable innovation.
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- Finally, the Test phase involved presenting prototypes to peers, teachers, and facilitators for feedback. Students were guided through feedback loops and encouraged to reflect on user needs, iterating their designs accordingly.
- CAD–CAM–CAE: To deepen technical competencies, students participated in a specific module on digital design and manufacturing, facilitated through the school-based “Laboratorio de Ideas e Innovación.” They were introduced to open repositories, such as Thingiverse, Printables, Cults3D, MakerWorld, Yeggi, Thangs, and Instructables, among others, as entry points to analyze and adapt existing 3D models. They were then guided in creating their own designs using CAD software, including Tinkercad (https://www.tinkercad.com/) and Autodesk Fusion (v.2.0.18477). Subsequent CAM sessions included slicing workflows for 3D printing and an introduction to G-code configuration. Beyond additive manufacturing, students were introduced to subtractive methods, including CNC machining, through simulations and demonstrations. This module emphasized the relationship between materials, geometry, and process selection, reinforcing principles of design for manufacturing and sustainability.
4. Results and Analysis
4.1. Outcomes from the University-Level Initiative (Case A)
4.1.1. Active Methodologies Implemented
- Flipped and Mirror Classrooms: Students engaged in self-guided online learning followed by collaborative, real-time sessions across campuses, fostering interdisciplinary teamwork.
- Hands-On Prototyping: Teams developed sustainable products using recycled HDPE and digital fabrication tools (CAD/CAM, 3D printing), aligning with principles of the circular economy.
- Iterative Design Cycles: The DT framework (Empathize, Define, Ideate, Prototype, and Test) guided students through user-centered problem-solving, reinforced by sprint-based feedback loops.
4.1.2. Skills Developed
- Systemic Thinking: The ability to identify and understand interactions between systems and people in diverse contexts, as well as to anticipate problems in relation to sustainability. Table 3 presents the various activities carried out to foster the development of this competency.
- Integrated Problem-Solving: The ability to address complex sustainability issues and develop viable and equitable solutions that promote sustainable development, considering various dimensions and needs. The various activities implemented to promote the development of this competency are detailed in Table 4.
- Interdisciplinary Collaboration: The ability to effectively collaborate in interdisciplinary teams, respecting the opinions and needs of other members, managing conflicts, and promoting participation in problem-solving. Table 5 presents the various activities carried out to encourage the development of this competency.
- Normative Expertise: The ability to understand and reflect on the norms and values that guide actions, as well as negotiate sustainability values and principles in situations of conflicting interests. The various activities implemented to cultivate the development of this competency are summarized in Table 6.
- Self-Awareness: The ability to reflect on one’s own role in the community and society, evaluating actions and personal emotions related to sustainability. Table 7 presents the various activities undertaken to promote the development of this competency.
- Strategic Thinking: The ability to develop and implement innovative actions to promote sustainability in response to environmental and social challenges. The various activities undertaken to promote the development of this competency are outlined in Table 8.
- Impact Assessment/Forecasting: The ability to understand various possible futures, apply the precautionary principle, and assess consequences and risks. Table 9 highlights the various activities carried out to promote the development of this competency.
- Critical Thinking: The ability to question norms, practices, and opinions in the context of sustainability, reflect on personal values, and take an informed stance in sustainability discourse. The various activities performed to promote the development of this competency are presented in Table 10.
- Technical Skills: Mastery of CAD software, such as Fusion 360, 3D printing, and HDPE filament extrusion enabled students to translate theoretical knowledge into tangible solutions.
- Soft Skills: Peer evaluations highlighted growth in collaboration, critical thinking, and adaptability, particularly during iterative design reviews and cross-campus teamwork.
4.1.3. Challenges and Lessons Learned
4.2. Outcomes from the Secondary School Initiatives (Case B)
- Sustainability Awareness and Systems Thinking: Through activities such as stakeholder mapping, SDG alignment, and root-cause analysis, students gained the ability to recognize how environmental, social, and technical systems intersect. They were encouraged to frame problems systemically and reflect on the broader implications of their designs. Table 11 highlights the specific activities that contributed to the development of this competency.
- Sustainability-Driven Technical Decision Making: Students were consistently required to justify their material choices, prioritize reuse, and evaluate designs based on both technical and environmental feasibility. This process fostered awareness of life cycle thinking and trade-offs, encouraging students to consider the broader implications of their decisions. The competency also extended to team dynamics, as students assumed specific roles, collaborated in prototyping, and engaged in peer review processes that reinforced sustainability principles in collective decision-making. Evidence of this competency is summarized in Table 12.
- Design and Innovation: The use of design tools such as “How Might We” statements, ideation maps, and storytelling enhanced students’ creative confidence and ability to generate innovative solutions. Visual tools and prototyping exercises fostered divergent thinking and iterative design processes, promoting a more effective approach to problem-solving. Table 13 provides details of the associated learning experiences.
- Digital Fabrication and CAD/CAM/CAE: Students engaged with digital tools such as Tinkercad and slicing software, developing early literacy in 3D modeling and additive manufacturing. They explored online repositories (e.g., Thingiverse, Printables) and prepared simple models for printing using school-based FDM printers. These activities are summarized in Table 14.
- Creativity and Problem-Solving: Students generated and refined solutions adapted to real, school-based issues such as waste management, energy use, curricula, and classroom organization. Through structured brainstorming activities, rapid prototyping, and iterative feedback loops, they developed contextually relevant and technically feasible ideas. These creativity and problem-solving competencies were further developed during ideation workshops, visual mapping exercises, and prototyping sessions, processes detailed in the thematic competency tables on design and innovation and sustainability-driven technical decision making.
- Collaboration and Communication: Working in interdisciplinary teams, students assumed clearly defined roles and practiced collective decision making in a collaborative environment. Peer feedback sessions and mentorship by university students further reinforced teamwork, leadership, and oral communication skills. These collaboration and communication abilities were developed throughout the intervention, particularly in group prototyping activities, peer review sessions, and reflective group discussions, as outlined in the competency tables on collaborative problem solving.
- Strategic Thinking: Beyond generating solutions, students demonstrated the ability to connect local challenges with global sustainability frameworks, particularly the SDGs. During the early stages of the intervention, they framed design challenges using “How Might We” questions, mapped problems to specific SDG targets, and reflected on the broader societal implications of their work. This promoted a long-term, systemic vision of sustainability and empowered students to see themselves as potential agents of change. Table 15 presents the activities that contributed to the development of this competency.
Challenges and Lessons Learned
4.3. Cross-Cutting Themes
4.3.1. Active Learning as a Catalyst
- Both levels highlighted the effectiveness of learning-by-doing: University students bridged theory and practice through technical iterations, while secondary students embraced empathy and creativity.
- Peer Learning: Secondary students mentored by university teams accelerated skills like CAD basics, demonstrating the scalability of collaborative models.
4.3.2. Sustainability Mindset
- Systems Thinking: University teams analyzed product life cycles, while secondary students connected local challenges, such as deforestation, pollution, waste management, food availability, and health, to global SDGs.
- Community Impact: Two schools adopted student-proposed solutions, like composting systems, underscoring the real-world relevance of the projects. This approach is depicted in Figure 5.
5. Conclusions and Outlook
- Successes: Active methodologies fostered practical skills and sustainability competencies across age groups.
- Areas for Improvement: Context-sensitive adaptations (e.g., flexible scheduling, equitable resource distribution) are critical for scalability.
- Live feedback sessions (e.g., Five-Finger Takeaway) provided additional insight into the learning experience. Students appreciated the practical focus and interdisciplinary collaboration. Key areas for improvement included expanding access to Autodesk Fusion training, hosting more in-person workshops, and allocating additional time for project development.
- Successes: Active methodologies fostered sustainability competencies and real-world problem-solving across age groups.
- Gaps: Infrastructure, training, and curricular flexibility remain critical for scalability.
- Future Work: Longitudinal tracking of student outcomes and industry partnerships could strengthen impact.
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Competency | Action from DT | Source |
---|---|---|
Empathy and a user-centered mindset | DT begins with the “empathize” phase, which requires learners to gain a deep understanding of users’ needs and perspectives, often through interviews, observation, or role-playing exercises. | [112,114,119,122] |
Creativity and innovation | Through ideation and prototyping, DT encourages students to generate novel ideas, break mental patterns, and explore non-linear thinking, fostering original and feasible innovations. | [108,122,123] |
Critical thinking and reflection | DT requires students to define problems clearly, test hypotheses, and evaluate feedback critically, thus nurturing analytical reasoning and reflective learning at each iteration. | [119,121,124] |
Collaboration and communication | DT is typically implemented in team-based settings where learners must co-create, listen, negotiate, and communicate ideas effectively across disciplinary or cultural boundaries. | [51,108,121] |
Iteration and resilience | DT embraces failure as a learning opportunity. Iterative prototyping helps students become comfortable with ambiguity, revise their work, and build resilience through feedback loops. | [114,120] |
Systems and sustainability thinking | DT helps students visualize problems within broader systems, consider environmental and social impacts, and design interventions aligned with sustainable development principles. | [51,77,121] |
Active Methodology | Description | Case Studies | Source |
---|---|---|---|
Project-Based Learning | A student-centered pedagogy that involves students working on real-world projects to gain knowledge and skills. | 1. Teaching Robotic Concepts: Students learn industrial automation by working on a real project with a partner company, enhancing engagement and practical skills. | [143] |
2. Computer-Aided Design (CAD)/Computer-Aided Engineering (CAE) Tools in Mechanical Engineering: Students used integrated design software to solve industrial design problems, enhancing their practical skills. | [144] | ||
3. Project-Based Learning in Mechatronics: Students improved technical competence and problem-solving skills through PBL in engineering courses. | [145] | ||
Flipped Classroom | An instructional strategy where students learn content at home and engage in activities in class. | 1. Heat Transfer Course: A flipped classroom model improved student engagement and performance in a core mechanical engineering course. | [146] |
2. Flipped Classroom in ICT Engineering: A personalized model enhanced student learning and engagement in Information and Communication Technology courses. | [147] | ||
3. Flipped Classroom in Mechanical Engineering: Students reported better learning experiences and performance compared to traditional lecture formats. | [148] | ||
Maker Spaces | Collaborative spaces where students can create, innovate, and learn through hands-on engineering projects. | 1. University Maker Space Impact: A study showed that access to a maker space significantly improved students’ confidence and motivation in engineering design. | [149] |
2. Innovative Projects in Maker Spaces: Students engaged in interdisciplinary projects, winning awards in national competitions through their maker space activities. | [150] | ||
3. Maker Spaces in Engineering Education: The establishment of maker spaces at various universities has fostered creativity and innovation among engineering students. | [151] | ||
Problem-Based Learning | An instructional method where students learn through the exploration of complex, real-world engineering problems. | 1. Aerospace Engineering at MIT: Students engaged in hands-on projects, designing and building aircraft, enhancing their problem-solving and teamwork skills. | [152] |
2. PBL in Software Engineering: This approach helped students develop essential soft skills while tackling real-world problems in a collaborative environment. | [153] | ||
3. PBL in Digital Fabrication: Middle school students used PBL in FabLabs to solve design challenges, enhancing their engineering skills and teamwork. | [154] | ||
Challenge-Based Learning | A collaborative learning approach that engages students in solving real-world engineering challenges. | 1. Sustainable Development Goals in Engineering: Students worked on projects addressing SDG 11, enhancing their problem-solving and teamwork skills. | [155] |
2. Industry Collaboration in Electronics Engineering: Students partnered with industry to develop technological solutions, improving their engagement and learning outcomes. | [156] | ||
3. CBL in Industrial Engineering: Students tackled real-life challenges, integrating technology and user experience analysis in their projects. | [157] |
Evidence | Activity | Competency Link |
---|---|---|
Sustainability Review and Stakeholder Mapping (Initial Phase of the Module) | Students conducted an initial assessment of local plastic waste streams, identifying sources (e.g., households, university), flow patterns, and stakeholders involved (e.g., waste collectors, recyclers, campus management). | This activity fostered an understanding of the interactions between social, environmental, and economic systems in the local context. Students had to map relationships between actors and anticipate where system failures (e.g., lack of collection, contamination) would hinder recycling efforts. |
Design of Sustainable Products Using Recycled HDPE | Students designed prototypes using HDPE waste collected and processed in the university lab. The design phase required students to consider the environmental impacts of product life cycles, user needs, and material limitations. | This process developed systemic thinking by requiring learners to anticipate how design choices would interact with sustainability goals, user behavior, and production constraints. It encouraged thinking across the entire value chain, from material sourcing to end-of-life disposal. |
Simulation of a Circular Startup Model | In teams, students simulated running a startup focused on sustainable production. They had to align design, production planning, quality assurance, and communication strategies with circular economy principles. | Through this simulation, students examined the interdependence of technical processes (e.g., additive manufacturing), business decisions (e.g., pricing and market positioning), and sustainability outcomes (e.g., waste reduction). |
Presentation and Peer Feedback on Sustainability Strategies | Students presented their prototypes and sustainability strategies to peers and faculty for critique and iterative refinement. | This reflective practice encouraged learners to reconsider how their projects interacted with broader systems (e.g., user acceptance, social impact, resource availability), promoting deeper awareness of system-level dynamics and emergent issues. |
Evidence | Activity | Competency Link |
---|---|---|
Problem Framing and Challenge Definition | Students began the module by identifying sustainability-related challenges associated with plastic waste on campus. They analyzed the social, environmental, and operational aspects of local HDPE disposal. | This activity promoted integrated problem-solving by requiring students to frame sustainability issues as multifaceted problems, considering environmental pollution, user behavior, institutional constraints, and community impact. |
Prototyping Functional Products Using Recycled HDPE | Teams designed and fabricated functional objects (e.g., office supplies) from HDPE waste using additive manufacturing. They had to ensure usability, material efficiency, and product relevance to real users. | This task engaged students in developing viable and context-sensitive solutions, balancing technical feasibility (e.g., 3D printing settings and material performance). |
Iterative Design Reviews and Multi-Stakeholder Feedback | Students followed agile methodologies for the development and presented initial prototypes to peers, instructors, and potential users (e.g., professional or office staff), then iterated based on feedback regarding functionality, aesthetics, and user needs. | This activity cultivated integrated problem-solving by prompting students to revise solutions based on input from multiple perspectives, ensuring the final product aligned with diverse stakeholder expectations and sustainability goals. Additionally, students applied organizational skills by following Agile methodologies, which facilitated structured planning, iteration, and collaboration. |
Evidence | Activity | Competency Link |
---|---|---|
Co-Design of Sustainable Product | Teams collaboratively designed 3D-printable products. The design process involved balancing environmental, ergonomic, aesthetic, and functional considerations as well as customer-specific requirements. | This task required the negotiation of ideas, division of roles, and consensus-building, fostering an environment where students practiced inclusive decision-making and learned to integrate multiple viewpoints to solve a shared problem using structured customer requirement analysis methodologies. |
Conflict Management during Iteration and Testing | During prototype testing and refinement, teams encountered challenges such as printing errors or disagreements on product features. These moments were intentionally used as learning opportunities. | Students had to manage interpersonal tensions, reassign tasks, and mediate technical disagreements to move forward collaboratively. This cultivated emotional intelligence, active listening, and constructive conflict resolution. |
Final Presentations | Teams delivered a final presentation of their prototype to peers and instructors. | These sessions strengthened communication skills. Teams had to collectively justify their design and respond thoughtfully to external viewpoints, reinforcing shared accountability and mutual respect. |
Evidence | Activity | Competency Link |
---|---|---|
Stakeholder Analysis in Prototype Development | During product design, students had to consider the needs and preferences of end users (e.g., university staff or students). They elaborated detailed customer requirement analysis to identify the specific needs. Focus groups and surveys were also implemented. | This required students to reconcile potentially conflicting interests (e.g., user expectations vs. performance), reflecting on whose needs were prioritized and why, and how to communicate the value of sustainable trade-offs. |
Introduction to Circular Economy and Sustainable Design Principles | At the start of the module, students received workshops on circular economy concepts and sustainable design considerations. These sessions emphasized the social and environmental dimensions of sustainability. | This foundational learning prompted students to critically examine the values behind their design choices and reflect on the broader normative frameworks that guide responsible innovation and production. |
Evidence | Activity | Competency Link |
---|---|---|
Hands-on Experience with Recycled Materials | Students personally participated in collecting, sorting, and shredding HDPE waste to create usable filament for 3D printing. | This tactile process made the consequences of waste visible and personal, helping students connect their actions with environmental impact. Many expressed a change in perspective regarding consumption and plastic use after physically engaging with waste materials. |
Emotional Response to Design Challenges and Sustainability Trade-offs | During prototype development, students often encounter frustration with functional or aesthetic constraints. | These moments enabled students to confront their emotional reactions to compromise, thereby deepening their awareness of how values and emotions influence real-world decision-making. |
Evidence | Activity | Competency Link |
---|---|---|
Definition of a Sustainable Business Idea within a Simulated Startup Context | Student teams were asked to conceptualize a startup idea based on sustainable principles. They had to define a value proposition and address a real-world environmental or social need (e.g., alternatives to office supplies). | This required learners to strategically align their product development with market needs and feasible technologies, mirroring the type of strategic foresight expected in real initiatives. |
Design and Prototyping of Circular Economy-Based Products | Participants designed 3D-printed product prototypes. They had to ensure functionality, aesthetic appeal, and minimal environmental impact. | This hands-on process challenged students to implement innovative solutions, translating strategic thinking into tangible action. |
Evidence | Activity | Competency Link |
---|---|---|
Life Cycle Thinking Discussions | During sessions on sustainable design, students reflected on the potential life cycle of their products, from sourcing to disposal, and considered how their design choices could influence waste generation, durability, and reparability. | This encouraged a future-oriented mindset, fostering the ability to predict the downstream effects of design decisions and apply systems thinking in risk-aware planning. |
Risk Mapping | As part of their training, teams were required to conduct a risk mapping exercise, identifying technical, environmental, and social risks associated with product development. | This activity enabled students to assess consequences and potential setbacks, critically thinking through the short- and long-term implications of their project implementation. |
Evidence | Activity | Competency Link |
---|---|---|
Sustainability Discussion Session | At the beginning of the module, students participated in guided discussions on the environmental impact of plastic use, the ethics of single-use materials, and the trade-offs of recycling versus reducing. | These sessions encouraged students to question common industrial practices, evaluate conflicting sustainability perspectives, and reflect on their own environmental values, resulting in more nuanced and informed positions. |
Redesign Challenge of Everyday Objects | Students were tasked with redesigning everyday office items (e.g., pencil holders, organizers) using additive manufacturing. They had to justify their designs in terms of functionality. | This activity required students to challenge design norms and consider life cycles. |
Startup Simulation Pitch and Q&A | As part of the simulated startup experience, students presented their prototypes to peers and professors and responded to critical questions about the feasibility of their solutions. | The challenge of defending their ideas pushed students to critically evaluate the strengths and weaknesses of their proposals and to engage in evidence-based reasoning in support of their decisions. |
Peer-to-Peer Feedback Exchanges | During project development, student teams reviewed and provided feedback on each other’s prototypes and approaches. | This peer evaluation process encouraged constructive critique of ideas and norms, promoting a culture of reflective dialogue. |
Evidence | Activity | Competency Link |
---|---|---|
Empathy maps and interview notes. | Students conducted peer interviews to identify everyday challenges at school or home, and visualized insights through empathy mapping. | Recognition of how individual experiences reflect broader systemic issues, such as school infrastructure, waste management, or safety. |
Root-cause diagrams and “How Might We” statements. | Teams analyzed the underlying causes of selected problems and reformulated them as design opportunities. | Ability to frame problems systemically and translate strategic thinking into potential solutions. |
Project maps linking challenges to SDGs. | Teams linked their chosen challenge to at least one SDG, such as SDG 11 (sustainable cities) or SDG 12 (responsible consumption. | Encouraged thinking beyond the classroom, recognizing how local issues connect to global goals. |
Evidence | Activity | Competency Link |
---|---|---|
Reports and presentations with rationale for choosing PET, cardboard, or paper. | Material selection for prototypes. | Decision making for sustainability: weighing cost, reusability, and impact on technical choices. |
Physical prototypes incorporating recycled and repurposed materials. | Application of sustainability principles (circular economy ideas during refinement). | Sustainability orientation: embedding environmental values into design logic. |
Group logs and teacher observations showing distribution of roles. | Role assignment within teams (designer, sustainability lead, presenter). | Shared responsibility, teamwork, and collaboration in sustainable decision-making. |
Peer review feedback discussions. | Peer review of sustainability aspects in designs. | Critical evaluation, collective learning, and refinement of sustainable solutions. |
Evidence | Activity | Competency Link |
---|---|---|
Ideation maps, clustered Post-its, and sketches. | Students engaged in brainstorming sessions, clustering ideas, and creating affinity diagrams to propose solutions. | Development of divergent thinking and creative confidence. |
“How Might We” design prompts. | Students re-framed local problems into open-ended design challenges to guide ideation. | Capacity to structure problems for innovation. |
Poster boards, storyboards, and presentations. | Students visually documented solutions and explained prototypes through storytelling. | Ability to communicate innovative ideas with user-centered and sustainability rationale. |
Evidence | Activity | Competency Link |
---|---|---|
Saved and printed models from repositories (Thingiverse, Printables, MakerLab, among others). | Browsing and analyzing open-source repositories for remixing and inspiration. | Digital literacy in 3D design: understanding file structure, model types, and printability. |
Basic CAD files created in Tinkercad or Fusion 360, including simple circuit designs. | Creating or modifying digital objects according to project needs. | Foundational CAD/CAM/CAE skills: using digital tools to design and prepare models for fabrication. |
Printed objects, slicer configuration screenshots, and troubleshooting notes. | Adjusting slicer settings, preparing prints, and supervising FDM printer operation. | Technical autonomy: translating design into printed objects using additive manufacturing principles. |
Evidence | Activity | Competency Link |
---|---|---|
Empathy maps and interview notes from peers and community members. | Conducting peer interviews to understand everyday challenges at school or home, and visualizing insights. | Ability to identify how individual experiences reflect broader systemic issues, such as school infrastructure, waste management, or safety. |
Records of “How Might We” statements and root-cause diagrams. | Reframing local problems into open-ended design challenges through root-cause analysis. | Strategic thinking: transforming contextual problems into actionable and innovative opportunities. |
Project matrices linking challenges to SDG targets. | Mapping school-based issues onto specific Sustainable Development Goals. | Capacity to connect local challenges with global sustainability frameworks and envision long-term impact. |
Dimension | Case A | Case B | Cross-Cutting Insight |
---|---|---|---|
Sustainability Framework | Circular economy and green entrepreneurship as guiding principles; application through recycled HDPE prototyping. | Territorial sustainability and SDGs as guiding frameworks; application through community-based problem solving. | Both cases contextualize sustainability at the student level, linking abstract principles with practical challenges. |
Active Methodologies | Flipped classroom, mirror classroom, Design Thinking, project-based learning, agile feedback cycles, and maker approach. | Design Thinking, project- and challenge-based learning, introductory CAD/3D printing, reflective exercises, and teacher facilitation. | Design Thinking and project-based approaches are core, but autonomy differs: medium to high at university, scaffolded at secondary. |
Infrastructure | Module integrated into engineering curriculum; equipment acquired for HDPE recycling and prototyping. | Creation of Ideas and Innovation Laboratories (L2I) with basic CAD/AM tools to support experimentation. | Both required dedicated infrastructure; the scope was adapted to the context (advanced recycling vs. introductory labs). |
Participants | Final-year industrial engineering students selected through application and interviews; diverse regional backgrounds. | Secondary students (8th–11th grades) selected by teachers for motivation and continuity; gender balance emphasized. | Participant maturity and background differ, but both groups engaged through voluntary selection and inclusivity. |
Competency Assessment | Structured monitoring through guided reflection, triangulated observations, and systematic feedback cycles. | Mixed methods combining classroom artifacts, teacher notes, and iterative student self-reflection on skills. | Both emphasized systematic, ethical monitoring without over-reliance on quantitative testing, tailored to context. |
Observed Outcomes | Growth in strategic thinking, interdisciplinary collaboration, and sustainability integration, though uneven across competencies. | Large perceived gains in teamwork, creativity, innovation, and technical skills, with sustainability competencies improving modestly. | Both contexts demonstrated competency development; complexity of sustainability concepts influenced outcomes. |
Limitations | Weaker progress in self-awareness and normative expertise; need for deeper integration of ethics and systems thinking. | Challenges in mastering abstract sustainability and advanced CAD tools; reliance on scaffolding and teacher support. | Limitations stem from maturity and technical background of learners, suggesting need for adapted scaffolding at each level. |
Added Value of Comparison | Shows feasibility of embedding circular economy and entrepreneurship into advanced engineering education. | Demonstrates early adoption of entrepreneurial mindsets and technical skills in younger students via SDGs and DT. | Comparison reveals scalability of methodologies, highlighting transferability of active learning and fabrication tools across levels. |
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© 2025 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
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Castaño, C.; Caballero, R.; Noguera, J.C.; Chen Austin, M.; Bernal, B.; Jaén-Ortega, A.A.; Ortega-Del-Rosario, M.D.L.A. Developing Sustainability Competencies Through Active Learning Strategies Across School and University Settings. Sustainability 2025, 17, 8886. https://doi.org/10.3390/su17198886
Castaño C, Caballero R, Noguera JC, Chen Austin M, Bernal B, Jaén-Ortega AA, Ortega-Del-Rosario MDLA. Developing Sustainability Competencies Through Active Learning Strategies Across School and University Settings. Sustainability. 2025; 17(19):8886. https://doi.org/10.3390/su17198886
Chicago/Turabian StyleCastaño, Carmen, Ricardo Caballero, Juan Carlos Noguera, Miguel Chen Austin, Bolivar Bernal, Antonio Alberto Jaén-Ortega, and Maria De Los Angeles Ortega-Del-Rosario. 2025. "Developing Sustainability Competencies Through Active Learning Strategies Across School and University Settings" Sustainability 17, no. 19: 8886. https://doi.org/10.3390/su17198886
APA StyleCastaño, C., Caballero, R., Noguera, J. C., Chen Austin, M., Bernal, B., Jaén-Ortega, A. A., & Ortega-Del-Rosario, M. D. L. A. (2025). Developing Sustainability Competencies Through Active Learning Strategies Across School and University Settings. Sustainability, 17(19), 8886. https://doi.org/10.3390/su17198886