The transition towards a circular economy is one of the most urgent challenges facing modern industry. In sectors such as aerospace, automotive, and wind energy, fiber-reinforced composite materials are essential due to their high performance and lightweight properties. However, their end-of-life management remains a critical issue: traditional disposal methods are no longer sustainable, and recycling rates are still limited.
To address this challenge, the RECREATE project, funded by the European Union under the Horizon Europe research and innovation programme, has developed an innovative digital learning ecosystem designed to support the education of students, researchers, and professionals. At the core of this system is a MOOC (Massive Open Online Course), enriched with advanced tools such as a digital twin and a gamification platform.
A MOOC on composite materials
The RECREATE MOOC, titled “Fiber-Reinforced Composite Materials for the Circular Economy: Challenges and Opportunities,” offers a comprehensive learning pathway on sustainable strategies for composite materials.
The course covers:
- the technical, logistical, and regulatory challenges related to the end-of-life of composites
- technologies for reuse, repair, demanufacturing, and recycling
- design strategies for recyclability
- principles of the circular economy and sustainable business models
Designed for master’s level students, but also open to professionals and a broader audience, the MOOC provides a flexible and accessible learning experience. However, what truly makes RECREATE innovative is its ability to go beyond traditional online education.
From theory to practice: the Digital Twin
One of the most innovative elements of the RECREATE pathway is the integration of a digital twin.
This tool allows users to interact with a virtual simulation of a real recycling process, specifically high-voltage fragmentation (HVF) technology. In this way, students can:
- configure the parameters of an experiment
- run simulations
- observe the results and understand their variability
The digital twin transforms complex concepts into interactive experiences, making technologies more accessible and engaging. It also enables the exploration of scenarios that would be difficult, costly, or risky to replicate in a laboratory.

Learning through play: the gamification platform
To make learning even more engaging, RECREATE integrates a gamification platform developed through Game4Skill.
In this environment, learning becomes an interactive experience. Users are guided through a narrative in which they:
- face challenges related to the circular economy
- connect real-world problems to possible technological solutions
- manage a virtual company on its path toward sustainability
In the final game, participants take on the role of decision-makers, balancing investments, innovation, and environmental impact over time. This approach fosters the development of systems thinking, helping to understand the complexity of sustainable transitions.
More than just a knowledge assessment, gamification promotes:
- decision-making skills
- critical thinking
- experiential learning

An integrated learning ecosystem
The value of the RECREATE project lies not only in the individual tools, but in their integration into a coherent digital ecosystem.
The MOOC provides the theoretical foundations. The digital twin enables practical experimentation. Gamification reinforces learning through interaction and simulation.
Together, these elements create a comprehensive learning experience that combines theory, practice, and application.
Enroll to the MOOC to explore all the content and discover how to tackle the challenges of circularity in composite materials.
