Digital Craft > Data

EDUCYCLE – CLIMATE CHANGE. GAMIFIED.

NESTE OIL, Espoo / NESTE / 2018

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Overview

Credits

OVERVIEW

CampaignDescription

Climate change cannot be tackled in the long run, if the decision makers of the future – the children of today – don’t understand it. However, climate change data and environmental effects are incredibly complex, even for adults.

To make climate change comprehensible for everyone, we gamified it. The outcome was EduCycle: world's first augmented reality game that teaches about climate change. EduCycle combines the data of thousands of climate studies collected by the Intergovernmental Panel on Climate Change (IPCC), and compares it to the objectives of the Paris Agreement.

With EduCycle, children and adults alike can see how human choices affect the environment in real-time. The goal is to learn how climate change can be tackled by making choices that meet best with the targets of the Paris Climate Agreement. Climate change is no game, and that’s exactly what EduCycle is teaching to children around the world.

Execution

Neste's brand mission is to leave a healthier planet for the future generations. EduCycle visualizes the causes and outcomes of climate change. It helps players to understand the effects of human choices on the environment. In fact, EduCycle is a gamified and visualized dataset. The data and climate change research provided by IPCC was analysed, processed and combined to create a game that simulates the way global CO2 pollution is generated in real-life.

EduCycle’s interactive visualization of data combines physical game board with an AR world. Players’ choices and their impact are evaluated against the targets of the Paris Agreement. Rules of the game model the causal connections related to climate change. Each category of tokens represents one of the biggest climate emission contributors. For example, cars and airplanes represent transportation. The carefully designed, data-based elements showcase the extremely important phenomenon behind the data.

EdyCycle is an exceptional visualization of the big picture of climate change. The power of experience and gamification bring this complex global issue to a comprehensible level. Players get to observe the impact of climate change and take an active role in solving the problem. For example, upon choosing coal as an energy source in the game, less money is deducted from the budget, but the CO2-meter shows a notable increase. Also the AR world displays the impact.

Two classes, one from New York and another from Helsinki, were actively involved in the development and beta-testing of EduCycle. Other schools found out about the game through advertising and online content created during the game development. EduCycle was launched spring 2017. An educational collaboration program between schools was introduced the following fall. EduCycle Exchange allows students to share information

internationally. The game is now incorporated into curriculums in 11 countries teaching hundreds of students about climate change.

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