The task of the participants was to design and build thematic models focused on energy and sustainable solutions for the future directly within the game environment. From November, pupils worked individually or in teams and created their proposals as functional and well‑designed digital projects.

In Slovakia, all pupils and teachers have access to Microsoft 365 licences, which allows them to use Minecraft Education without additional barriers.

Energocraft is an example of effective use of gamification elements in education, fully developing creativity, logical problem‑solving, and links to real‑world challenges.

At the same time, it supports interest in vocational and technical education in a playful way and naturally connects school education with the needs of practice.

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Author: Alica