At the beginning of this semester, we were given the task of creating three paper prototypes to help us visualize the initial ideas of our project. I chose the area of environmental sustainability because it most inspires me personally and I see the greatest potential to have a positive impact on future generations.
To accommodate different learning styles and interests, I visualized three different approaches to communicating this topic.
App
A mobile application that guides players through various environmental topics in a playful way. Players acquire knowledge in mini-games, short educational videos and easy-to-understand texts and test their knowledge in a quiz. After successfully completing a level, they unlock the next learning area. This app could also include an interactive map of the real world where children can discover local environmental problems and suggest solutions.
Real life gadgets
Gadgets that make everyday situations such as separating waste, saving water or switching off the lights more fun. One example is attaching small basketball hoops above the garbage cans, which not only increases the fun factor but also promotes waste separation. Also, for example a gadget in the form of a “magic switch” could be developed to help children visualize how much energy they save when they turn off the lights.
Board game
A board game that integrates environmental issues into a shared gaming experience with friends and family. Through creative game tasks that impart knowledge and encourage reflection, awareness of ecological sustainability is raised in a playful way. The game could e.g. include question cards about different environmental issues. If they are answered right the player can move forward with their token.
In quick feedback rounds, similar to the concept of speed dating, I was able to get valuable feedback on these ideas from my fellow students during the course. All three approaches were similarly well received, which is encouraging on the one hand, but did not make my decision-making process much easier on the other. The app was particularly highlighted as the most flexible and customizable medium, which also offers the ability to dynamically update and expand content.
In the next blog post, I will evaluate the advantages and disadvantages of each prototype in detail. The goal is to develop a teaching method that is not only informative but also highly entertaining in order to effectively sensitize children to the importance of sustainability. Their early involvement in these important topics could be the key to shaping a generation that is conscious and responsible in its use of our planet’s resources.