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EMPOWERING YOUNG MINDS WITH

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

SITI SYAHIDAH BAIRAVEE A/P INSIYA BINTI


BINTI ZIKRI MUNUSAMY RAJA JUZAR ALI
01DDT22F1003 01DDT22F1060 01DDT22F1088
CONTENTS
1 INTRODUCTION 5 PROJECT SIGNIFICANT

2 PROBLEM STATEMENT 6 LITERATURE REVIEW

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:

A web-based application, ‘EcoGreen EdVenture’ will be


compatible with desktop, laptop, and PC systems.
Students using a variety of internet-connected devices
can easily access this decision.
4.2 SYSTEM SCOPE
Progress Tracking:

Features for monitoring user performance and progress


across various learning activities and modules will be
included in the app. As they advance through the app,
students will be able to keep track of their
accomplishments, receive rewards, and monitor their
environmental impact.
4.2 SYSTEM SCOPE
Educational Content:

The application is designed to offer educational content


suitable for a young audience on a range of
environmental subjects, such as pollution, renewable
energy, biodiversity, conservation, and climate change.
Elementary school pupils will be able to easily
comprehend and assimilate the information because of the
format in which it is presented.
5. PROJECT Addressing Engagement
Gap:
SIGNIFICANT
EcoGreen EdVenture offers an engaging and interactive
learning platform that effectively closes the
engagement gap in environmental education. Through the
implementation of gamification components, the project
guarantees that elementary school pupils continue to
be actively engaged in the educational process,
consequently improving their comprehension and recall
of environmental concepts.
5. PROJECT Promoting Sustainable
Practices:
SIGNIFICANT
It is important that the project's main goal is to
persuade elementary students to adopt sustainable
practices. EcoGreen EdVenture strives to instil in
young learners a lifelong commitment to environmental
responsibility and sustainable behaviours by offering
interactive experiences and age-appropriate
educational content.
5. PROJECT Optimising Technology
Usage:
SIGNIFICANT
The efficient use of technology by EcoGreen EdVenture
to enhance environmental education is a noteworthy
development in the field. The project closes a
significant gap in the effective use of technology for
education by creating an app that is easy to use and
designed with elementary school students' needs in
mind. This increases accessibility and student
engagement with environmental learning.
6. LITERATURE REVIEW
1. Climate Quest
Climate Quest is a game that gives the player the power to
influence mass climate change events and learn about how
climate change can affect the cities and towns that they live
in. Each game event has been vetted by climate scientists for
scientific accuracy.
6. LITERATURE REVIEW
Advantages: Disadvantages:

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

Contains Educational Limited Scope of


Value Impact

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/

Shaffer, D. W. (2010). Looking Where the Light Is


Bad: Video Games and the Future of Assessment.
https://www.researchgate.net/publication/303856565_
Looking_where_the_light_is_bad_Video_games_and_the_
future_of_assessment

Stardew Valley. (n.d.).


https://www.stardewvalley.net/
GANTT CHART
COST PLANNING
System requirements contain only software requirements. This is needed
to ensure the accomplishment of all the processes.
CONCLUSION
In summary, this app blends environmental education with engaging gamification,
adopting the Agile methodology for dynamic development. Through features like
the biodiversity expedition and water conservation mission, the app aims to
educate and inspire users on vital environmental issues.

The collaboration of cross-functional teams and regular stakeholder involvement


ensures a comprehensive approach. This app goes beyond being just an app; it's a
tool for fostering environmental awareness and inspiring positive change.
With a commitment to sustainability and collective action, this app strives to
make a lasting impact on our planet by turning education into actionable steps.
Join us in this journey toward a more informed and environmentally conscious
world
GAMEPLAY:
THANK YOU !
THIRD LEVEL

Write a question with


two options here

Right Incorrect
WINNERS

15
POINTS
Player 1

10
POINTS
Player 2
CREATORS OF THE GAME

MARCELINE RACHELLE SAMANTHA


GAME RESOURCE PAGE

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