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This paper explores the alignment between generational learning preferences and the pedagogical imperatives of Education for Sustainable Development (ESD). Drawing on outcomes developed as part of a project funded under the Erasmus+ program, it analyzes how Game-Based Learning (GBL), Challenge-Based Learning (CBL), Design Thinking (DT), and Case Studies can support the development of SDG-related competences among students from Generations Z and Alpha. Using expert reviews and content analysis of project’s outcomes, we examine their relevance, adaptability, and alignment with digital-native learners. The study contributes to current debates on innovative pedagogy in sustainability education and provides practical insights for higher education institutions aiming to integrate ESD into their curricula.
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Świętoniowska et al. (2026) studied this question.
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