We develop projects that integrate agents, actors, and diverse stakeholders in society to collaboratively build learning and practice processes based on Sustainable Development Goals (SDGs) 4, 7, 11, 13, and 17. Our focus is on transferring knowledge related to environmental care and biodiversity protection, leveraging technology as a key tool to promote sustainable development.
In an interactive digital workshop format that includes web and mobile applications and artificial intelligence, participants are made aware of their responsibility in generating greenhouse gases, particularly CO₂, resulting from electricity use.
Participants calculate their Scope 2 carbon footprint and learn to apply green technological best practices to reduce their emissions. Additionally, the workshop includes a game to assess the knowledge gained.
In this workshop, we promote environmental awareness through education and community action, empowering individuals to take effective measures against climate change and contribute to a more sustainable future.
Surveyed Individuals
Community Members
Participants Engaged
Universities Working for Climate Change
Accion6+ is an educational board game aimed at children aged 7 to 16 years. It is designed to develop players' skills to learn how to care for endangered species. Through the game, participants receive information in the context of environmental care, biodiversity protection, and the application of green best practices to manage each situation presented on their cards. Players explore while learning and having fun in a healthy way.

The Green Science Library is an online digital repository for publishing original information on green science topics. The GSL will feature information generated by all projects and researchers affiliated with IGSCLAC. The library will be open access, and its inauguration is planned for December 9, 2024.
It is an online platform featuring audiovisual content exclusively focused on Green IT. This public access platform aims to educate users on green technological best practices for environmental care. Users can study independently and learn about Green IT. With an intuitive format enriched with multimedia elements, students can learn and self-assess to enhance their knowledge in Green IT. The launch is planned for December 9, 2024.


Project for Educational Institutions aimed at fostering creativity, critical thinking, and problem-solving by incorporating science into the preparation of students to face real-world challenges. This is achieved by innovatively combining disciplines through STEAM classrooms with a sustainable approach. This project enhances the technological capacity established in the STEAM classrooms of educational institutions in the region.