Greenability - How would your world look like?

Greenability - How would your world look like?

Our challenge, your solutions
Challenge winner

The sustainable serious game for your mobile phone.

Greenability introduces you to a new way of education. In a fun and innovative way, you can learn how small actions can have a big impact on your world. Tired of sitting on a chair inside? With Greenability you finally can go outside and explore the city!

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Team: Sustainable Heroes

Team members

Lieke Poel, Elena Baltaretu, Sari van Art, Alexandra Jahnke, Rebecca Hermanns

Members roles and background

My name is Lieke Poel and I am 20 years old. Right now I follow the study Social Innovation where we try to improve society and tackle societal challenges. I love to be creative and to come up without of the box solutions.

My name is Elena Baltaretu and I am 20 years old. I am from Romania, but currently, I am studying Social Innovation at Breda University of Applied Sciences. I am really motivated into changing the educational system into one that can enable children to follow their passions and build up a set of values.

My name is Sari van Aart and I am 21 years old. Currently, I am following the study of Social Innovation at Breda University. The study is about improving society and tackling societal challenges. I love to bring positivity into people's lives and create a better world.

My name is Alexandra Jahnke and I am 21 years old and originally from Germany. Currently, I am following the Social Innovation track at Breda University of Applied Sciences. I am really passionate about taking up new societal challenges and learning together with people from different cultural backgrounds. 

My name is Rebecca Hermanns and I am a 25-year-old Brazilian German student. I lived for the past 3.5 years in the Netherlands and loved to explore this new country and culture. 

I currently study Leisure & Event Management with a focus on Social Innovation and want to find innovative ways to improve education in underdeveloped countries.

Contact details

Lieke Poel: 191083@buas.nl; Sari van Aart:191404@buas.nl; Rebecca Hermanns: 172260@buas.nl; Alexandra Jahnke: 193045@buas.nl; Elena Baltaretu: 190857@buas.nl

Solution description

Imagine an augmented reality version of the city of Amsterdam in which you can make choices, and see the direct impact of those choices on your environment. 

Sounds interesting right? So, this is how we do that.

We want to create an interactive Pokemon-Go-like experience with the Green & Blue Amsterdam map. 

Our game Greenability would include a Bandersnatch (like in the Netflix movie) effect with which the players can choose different options on a challenge or question. This way we want to ensure that while the players walk through Amsterdam they will be directly confronted with how their choices directly impact their surroundings. 

Based on their decision a 360° video of the location appears that shows their environment, if they choose to throw plastic waste on the floor it will be a dirty street or polluted canals, just to mention one example. All locations have a different theme (water management, pollution, plastic waste, flora & fauna etc.) and in the end, the game creates a world that reflects their choices and where they possibly need to improve.

Additionally, we want to encourage the teachers to take their students outside and have classes in nature. The components of our concept are already known and would, therefore, be easier to put on the market. We think that this interactive gameplay helps educate the youth about sustainability in the doughnut economy of Amsterdam and creates an educational, fun experience that combines the online with the outside world.

Solution context

The problem our team saw in the educational system is that there are no dedicated classes for sustainability. This lack of awareness creates an overall denial in the population towards climate change, due to its overwhelming size. What is more, people do not understand what being sustainable means, and how some small changes in their consumer’s behaviour can already have a huge impact on climate change. This problem must be tackled now because it is already too late for our planet.

Therefore, the social challenge we want to solve is the lack of environmental education. Educating children from a young age about sustainability will help us form their behaviours. In this day and age, most children have mobile phones from a young age, so we decided to take advantage of that and make our game part of their day to day life.

Solution target group

We believe that not only middle schoolers need to be educated about these topics, but we believe that everybody has something to learn about this topic. This means that the Bandersnatch questions will variate for different target groups. How older or higher the education, the harder the questions will be. This way they will get challenged and wouldn’t be too simple. Our target group is focused on all age categories, but the game is designed in a way that it suits every target group. We divided the age categories into different levels looking at difficulty. 

 

The question:

What do you do with the plastic chips bag?

  • Parent mode (parents with a child younger than 6, question focussed on the child) → Will you throw the bag in the water? Yes / No
    We choose this age category because we believe that the sooner you learn, the better it is for the learning process.
  • 6-12 years old  →What do you do with the plastic chips bag? →  Throw it in the lake / Throw it in the trash can
  • 13-16 years old → Leave the bag in the fishing boat / Leave the bag in the water / throw the bag in a trash can / Recycle the bag
  • 16-25 years old→ Open question (what would you do). They need to think about it themselves
  • 25+ years old → Leaving plastic in the wrong places can have a huge impact on the environment and animals. Knowing this, what would you do with your plastic bag? Open question!

Solution impact

The impact of our solution can be huge as it has a large target group. We hope that people, especially children, will become more conscious about how their actions can help save the planet. The game will make people aware of how small changes in their behaviour have an impact on the outcome of climate change. 

When it comes to schools, teachers can start transformative conversations about sustainability and climate change, based on the results of the game, therefore engaging the children even more.  Having an educated population in this societal challenge will lead to a shift in mindsets and help solve this issue.

We also want to have an impact on children’s behaviour. Being sustainable might become a trend, and then slowly, part of everyone’s life.

Measuring the impact can be easily done by the game stats. The children’s progress can be monitored with the app. Moreover, teachers can test children with tests such as Carbon Footprint or other quizzes.

Solution tweet text

Take your friends on an adventure and discover Amsterdam (other cities coming soon) on your phone, while you construct a world based on your environmental choices. Play Greenability and see how your choices can help fight climate change! #bepartofthesolution #sustainableeducatio

Solution innovativeness

Our solution components are based on online and offline experiences which could be merged to create a new interactive, fun and educational experience. We took inspiration from the augmented reality game Pokemon-Go which requires players to go outside and walk to play the game. This way, we enable students to learn both theoretical and practical ways, making them retain more information and being able to apply it in their day to day life.

We additionally want to allow them to be directly confronted with the impact of their choices to make sustainability a tangible issue. This will help to underline that every person counts to make a change. 

Solution transferability

As already mentioned above, one of the strengths of our concept definitely is the possibility of expanding the target group for “Greenability”. Furthermore, we believe that the concept can not just be applied to different age groups but also be transferred out of the educational environment. Due to its easy accessibility via smartphone, and the combination with the outside environment, playing “Greenability” could also become a possible game to play with friends and family, or any possible party interested in sustainability. And that, not just within the Netherlands, but on a global basis. 

Become an advocate within your social group and show them how sustainability can be done.

Solution sustainability

For the implementation of the game, we see the start within the educational system of the Netherlands. From there we can see how students and teachers react to “Greenability” and if adjustments have to be done to make it attractive to a global audience. 

Our game is designed for a sustainable time because everyone always will have a smartphone. It is not a tool that is just a temporary trend. The concept is familiar to children, because of Pokemon Go. This encourages the target group to keep using the app because it feels familiar and it was of great success. The app can be implemented in education too.

Solution team work

We had a bit of a rough start because the Hackathon needed to be translated to English and that is why we received the manual a bit later as planned. Because of this issue, we could not really prepare and were a bit demotivated. On the day we started, we collected all of our motivation and we were enthusiastic to begin. We had a good start and divided the tasks. Everyone contributed equally when creating our idea. The first day was a bit challenging because our team got extended with 2 more people. These 2 people did not contribute to our concept and we lost some time. After everything, we still managed to continue working with the 5 of us on our concept. The teamwork had really good dynamics. We all communicated together if a problem occurred and we told each other honestly what was on our minds. Together we created the greatest concept!

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Partners & supporters

DigiEduHack is an EIT initiative under the European Commission's Digital Education Action Plan, led by EIT Climate-KIC and coordinated by Aalto University. This year the main stage event is hosted by the German Presidency of the Council of the European Union

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