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Proposal Presentation
Proposal Presentation
ENGAGING ENVIRONMENTAL
EDUCATION IS NOT JUST A CHOICE,
IT'S AN INVESTMENT IN A
SUSTAINABLE FUTURE. LET'S
INSPIRE, INFORM, AND INSTILL A
SENSE OF RESPONSIBILITY FROM
THE VERY ROOTS OF EDUCATION
ECOGREEN
EDVENTURE
TEAM MEMBERS
ASKING GAME
3 OBJECTIVES 7 METHODOLOGY
4 SCOPE 8 REFERENCES
CONTENTS
9 GANTT CHART
10 COST PLANNING
11 CONCLUSION
12 GAMEPLAY
INTRODUCTION
Recognizing the importance of early environmental education
Targeting elementary school students 12 and below
Gamified program for interactive and engaging learning
Integrating gamification elements with educational content
Aims to instill lifelong commitment to sustainable practices
Addresses the need for creative approaches in the face of the
environmental crisis
Goes beyond conventional teaching techniques, fusing gamification
with education
Aims to foster a sense of responsibility and environmental
conscience in young learners.
PROBLEM STATEMENT
LACK OF ENGAGING LIMITED KNOWLEDGE FOR INEFFICIENT USE OF
ENVIRONMENTAL EDUCATION SUSTAINABLE PRACTICES TECHNOLOGY IN
Many students lack access Students lack knowledge ENVIRONMENTAL EDUCATION
engaging environmental for adopting Despite readily available
education which results environmentally friendly technology, there's a gap
in a knowledge and practices which shows in its effective use for
awareness gap regarding the current educational elementary students
the environment. environment needs
innovative solutions.
OBJECTIVES
To design a gamified To test EcoGreen
To develop an engaging
environmental education EdVenture with the
gamified environmental
app to encourage the target audience,
education app for young
adoption of sustainable utilising technology
learners by effectively
practices through an effectively to address
blending educational
interactive and the inefficiencies in
content with interactive
enjoyable learning elementary environmental
gamification elements.
experience. education technology
usage.
4. SCOPE
4.1 USER SCOPE
Elementary Students under the age of 12 years
old.
4.2 SYSTEM SCOPE
Platform Compatibility:
Contains Educational
Technical Limitations
Contents
Simplification of
Increase Awareness
Complex Issues
Encourage Behavioural
Limited Reach
Change
6. LITERATURE REVIEW
Advantages: Disadvantages:
Contains Educational
Technical Limitations
Contents
Simplification of
Increase Awareness
Complex Issues
Encourage Behavioural
Limited Reach
Change
6. LITERATURE REVIEW
2. New Roots
In this story-driven pixel game set in a post-global warming
world, a young capybara seeks to regrow the extinct native
plants of their home with the help of their solarpunk
community.
6. LITERATURE REVIEW
Advantages: Disadvantages:
Encourage
Environmental Limited Gameplay
Awareness
Potential
Short Completion Time Simplification Of
Issues
Limited Scope of
Community Engagement
Impact
6. LITERATURE REVIEW
3. Stardew Valley
Stardew Valley is a pixel art farming simulation game
developed by ConcernedApe (Eric Barone). Set in the idyllic
Pelican Town, players inherit a run-down farm and must
restore it to its former glory while also engaging in various
activities such as crop cultivation, animal husbandry,
mining, fishing, and socialising with the townsfolk.
6. LITERATURE REVIEW
Advantages: Disadvantages:
Repetitive Gameplay
Relaxing Gameplay
Loop
Lack of Clear
Have Achievements
Objectives
Encourage
Environmental Time Commitment
Awareness
COMPARISON
METHODOLOGY
TEST
- Identify & Define: Key features - Biodiversity expedition, water
Plan:
conservation mission, educational content.
- User Stories & Functionalities: Specify user stories and app
functionalities.
- Target Audience & Topics: Determine target audience,
environmental topics, gamification elements.
DESIGN:
- Wireframes & UI Design: Create wireframes, design UI blending
education and gamification.
- Prototype Development: Develop a prototype for the app's look and
feel.
- Game Mechanics: Plan game mechanics for expeditions and water
conservation.
DEVELOP:
- Implementation: Implement features using Agile methodology.
- Collaboration: Collaborate with cross-functional teams -
developers, designers, education experts.
- Scrum Framework: Follow Scrum framework, iterate during sprints.
TEST
- Thorough Testing: Conduct functional, performance, user
acceptance testing.
- Quality Standards: Ensure high-quality standards, address issues.
- Feedback & Improvements: Collect feedback, incorporate necessary
improvements.
DEPLOY
- Regular Updates: Release updates and new features after each
sprint.
- Continuous Deployment: Use continuous deployment practices for
streamlined releases.
- App Release: Deploy EcoGreen EdVenture app for users to download
and engage.
REVIEW
- Iterative Improvement: Continuously review and improve based on
user feedback.
- Monitoring & Optimization: Monitor app performance, optimize as
needed.
- Agile Reflection: Reflect on Agile processes, adjust for future
sprints.
Saves Money
Unsuccessful projects can be promptly contained,
fixed, or shut down completely to save money.
Stress-free operation
WHY? Teams are able to modify their methods, resulting
in a more effective and satisfactory working
environment by portraying mood and highlighting
issues in review meetings.
Flexible
New requirements can be swiftly incorporated
into the design, the team, and priorities.
REFERENCES
Fletcher, C. (2023, May 28). The Importance of
Environmental Education for a Sustainable Future.
Earth.org. https://earth.org/environmental-
education/
Right Incorrect
WINNERS
15
POINTS
Player 1
10
POINTS
Player 2
CREATORS OF THE GAME