EDUCYCLE - CLIMATE CHANGE GAMIFIED

TitleEDUCYCLE - CLIMATE CHANGE GAMIFIED
BrandNESTE
Product/ServiceRENEWABLES
Category D03. VR, AR & Emerging Tech Games
Entrant TBWA\HELSINKI, FINLAND
Idea Creation TBWA\HELSINKI, FINLAND
Media Placement VIZEUM Helsinki, FINLAND
PR MILTTON Helsinki, FINLAND
Production TBWA\HELSINKI, FINLAND
Production 2 FAKE GRAPHICS Helsinki, FINLAND
Credits
Name Company Position
Iikka Maunumaa TBWA\Helsinki Account Director
Steve Brown TBWA\Helsinki Creative Director
Janni Widerholm TBWA\Helsinki Creative Content Strategist
Noora Ranta TBWA\Helsinki Account Manager
Carlos Pizarro TBWA\Helsinki Art Director
Noora Ranta TBWA\Helsinki Account Manager
Carlos Pizarro TBWA\Helsinki Art Director
Kaari Koskela TBWA\Helsinki Copywriter
Heidi Aalto TBWA\Helsinki Designer
Juhana Hokkanen TBWA\Helsinki Technology Director
Heidi Aalto TBWA\Helsinki Designer
Juhana Hokkanen TBWA\Helsinki Technology Director
Umberto Onza TBWA\Helsinki Designer
Kaari Koskela TBWA\Helsinki Copywriter
Umberto Onza TBWA\Helsinki Designer
Daniel Julier TBWA\Helsinki Designer
Daniel Julier TBWA\Helsinki Designer
Iman Chellaf TBWA\Helsinki Producer

The Campaign

To invest in a future where sustainability is the standard, we turned to the decision makers of the future, children. The outcome is EduCycle: world's first augmented reality environmental education game. With EduCycle, children and adults alike can see how human choices affect the environment and learn how climate change can be tackled.

Creative Execution

EduCycle is an educational, augmented reality game for school children. It teaches children how to reduce their personal carbon footprint, by simulating the effects of their energy, food and traffic choices. The goal in the game is to make choices that meet best with the targets of the Paris Climate Agreement. However, since the game has been created for educational use, it can also be played with different objectives. It can be used to demonstrate the results of excessive power production or to compare the environmental effect of alternative choices such as fossil aviation and renewable aviation. The EduCycle game has been developed in co-operation with Aalto University and different prototyping phases have been tested with children in Espoo, New York and San Francisco. Currently, the game is being used in 20 schools around the world under an environmental learning program called EduCycle Exchange where children learn about climate change

Finland is the very top performer in the Program for International Student Assessment (PISA), an ongoing study administered every three years that tests the reading, math and science literacy of 15-year-olds in developed nations. The national core curriculum is drawn up by the Finnish National Agency for Education. Despite this, hundreds of schools globally applied and requested the possibility to include EduCycle in their curriculums and use it to teach about climate change. Now schools in 11countries, hundreds of students, are learning about climate change with EduCycle. During the summer, the game was also on show at a science museum in Finland where kids and visiting classes played and did their part in tackling climate change with their parents and teachers. The result of that is naturally valuable but immeasurable. The knowledge that students gain by being able to see how their choices affect the environment is the biggest impact.

In order for us to see a cleaner future, children, the decision makers of tomorrow, have to understand why and how to prevent climate change. Today’s children are growing in an interactive, engaging environment, so why educate them through passive lectures, routine homework. The best ways to educate today’s children are not lectures, homework and exams. That’s why EduCycle uses modern technology like augmented reality to educate about climate change. With the EduCycle game, children and adults alike can see how human choices affect the environment and learn how climate change can be tackled. In other words, they can now

The strategic innovation is the insight, that the only sustainable, long term possibility to tackle climate change is education. In order for us to see a future where sustainability is the standard, children, the decision makers of tomorrow, have to understand why and how to stop climate change. The best way to educate today’s children is not lectures, homework and exams. That’s why EduCycle uses modern technology like augmented reality to educate about climate change. To spread the knowledge to children an educational program called EduCycle Exchange was launched and EduCycle games were donated to schools in 11 countries around the world. In the program, the schools learn about climate change with their partner schools and create content as they tackle challenges one by one. To educate current decision makers, we created content that addressed the issue of climate change and showcased the work created by the children.