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2021 International Conference on Advanced Learning Technologies (ICALT)

Carbon Warrior: A game-based environment to


understand Carbon Footprint and its effect on
2021 International Conference on Advanced Learning Technologies (ICALT) | 978-1-6654-4106-3/21/$31.00 ©2021 IEEE | DOI: 10.1109/ICALT52272.2021.00094

Sustainable living
Rajashri Priyadarshini, Indrayani Nishane, Nagesh Pokle, Ulfa Khwaja and Chandan Dasgupta
IDP in Educational Technology
Indian Institute of Technology Bombay
Mumbai, India
e-mail: {204380003,204380001,nagesh pokle,ulfa khwaja,cdasgupta}@iitb.ac.in

Abstract—Sources of knowledge about environmental educa- passivity, and repetition might occur [3]. Games often allow
tion are bounded to textbooks, documentaries, animated videos, students to experiment without suffering the consequences of
and a few games for school children. However, it was observed their actions in the real world. This mixed learning approach
that children’s knowledge about Carbon Footprint (CF) and
its implications was very limited. To address the gap in the is also in line with the preference given to blended learning in
connection of the users with the outcomes of their actions, another Indian National Education Policy (NEP) 2020 where learning
mode of awareness through digital games has been used for through games and environmental studies are highlighted [4].
some time. These games have a simpler means of conveying Thus, we have developed a prototype of a game - Carbon
complex topics in an interactive way which has been employed Warrior - that affords construction of personally meaningful
to teach topics such as sustainability to the users. Existing games
help justify most addressed issues in the conventional methods understanding of the concept of CF, helps identify sustainable
but are still a step behind in making adequate personalized options available in daily lives and enables one to embrace
and usable connections with the users which are mainly adults. these options. We follow a constructivist approach [5] towards
Carbon Warrior is an interactive application for school children building users’ conceptual understanding of CF. The game
to help users learn about CF and its impact on sustainability. This requires students to make decisions (what to choose when
study has focused on validating the usability of game elements
of Carbon Warrior. The users appreciated the elements of the multiple people are there, what to choose based on availability,
game encouraging the further extension of the work. etc) regarding the choices that they make based on scientific
inquiries such as using values of carbon footprint. This instills
Keywords-Game-Based Learning, Sustainability, Sustainable
living, Carbon Footprint, Carbon Warrior the decision-making practice in students when they are faced
with similar problems.
In this paper, we attempt to answer the research question
I. I NTRODUCTION
‘How usable were the elements of the game - Carbon Warrior
Carbon Footprint (CF) is often seen as a quantified measure in aiding students to learn about carbon footprint and its effect
of greenhouse gas emissions that occurred throughout the on sustainable living among school children.’
lifecycle of any product or organization, or person. A higher
CF is viewed as unsustainable [1]. Rather than focussing on II. R ELATED W ORK
just conservation of the environment, we will have to shift the Digital games enable remote participation of work towards
attention to adaptation and strengthening resilience in social- a goal. Users fulfill the given goals via series of deduction,
ecological systems. The focal questions in this regard are when exploration, and inference where the players have to rely on
to act and how to act to reduce CF because even short-term their problem-solving skills, creativity, and other decision-
actions can have a long-term impact on the environment [2]. making skills [6].
Thus, meaningfully understanding the concept of CF in Most settings or inspiration of the games are inspired from
ways that help users connect their actions with its effect on CF the real world [9]. Although the reviewed games as mentioned
could lead to an effective understanding of this concept. Our in table 1., fulfilled most of the game requirements in terms of
goal is to help users meaningfully understand this concept, utilization of disciplinary skills, there was a scope of possible
know the sustainable options available in their daily lives and improvements. such as - even though options are given for the
how they can embrace them. choices but the quantitative reasoning about the correctness of
A review of literature along with a quick survey of mid- options is absent (SuLi) [9], thus denying a factual knowledge
dle school student’s preferred mode of engagement led to learning opportunity to the user.
the emergence of Game-Based Learning (GBL) as the most Carbon Warrior, built on the pedagogical point of view for
preferred method for learning about CF meaningfully. GBL is middle and high school children to integrate the awareness
mainly used to arouse and maintain users’ interest while learn- early on in life extends some of its features from the above
ing. Therefore it is recommended for the areas where boredom, games such as the premise of GBL on daily life choices but

978-1-6654-4106-3/21/$31.00 ©2021 IEEE 291


DOI 10.1109/ICALT52272.2021.00094

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TABLE I
G AMES R EVIEWED - S KILLS A ND I SSUES
Game Addressed Skills Issues
GB Game [7] Decision Making Lack of proper rules, proce-
dures, and interactions among
players
WE Energy Problem-Solving, No motivation on attitudinal
[8] Decision Making and behavioral changes
SuLi [9] Life Cycle Think- Gameplay needs supervision
ing by teachers or experts
Cool Choices Decision Making Players forgot sustainability
[10] skills within few weeks
Kids-Go- Problem-Solving, Multiple outcomes, popula-
Green [11] Decision Making tion, and scenarios not con-
sidered

the given choices are based upon the interviews given by the Fig. 1. Question asked in scenario 5: Going to School
school students. The lack of quantitative assignment of each
choice in the above games is addressed in Carbon Warrior by
assigning actual CF values to every choice. While some games
reviewed above focus on choosing an alternative choice but
do not deny the importance of the existing choices. It rather
contextualizes the decisions for the choices. Apart from the
feedback that the choices provided, there is also an evaluation
scenario included at all levels.
III. T HE G AME “C ARBON WARRIOR ”
A. Game Development
A detailed online interview with 15 middle school students
from different curricula across multiple locations (Goa, Kar-
nataka, Andhra Pradesh, Maharashtra) in India was conducted
for 45-60 minutes. Some of the questions asked were “Could
you tell us about your daily routine?”, “How do you travel Fig. 2. Result of choices made by the player in a scenario
to school?”, “What is ‘CF’?”, “Do you think it is related to
sustainable living?” and “Is it the same as pollution?” to elicit Homework, 10. Sleep Settings. These scenarios are to be
learner’s understanding of terms such as CF, sustainability, etc. played sequentially without the provision to go back. They
The input from the interviewees helped in designing a single- can use hints whenever any clarifications about the question
player web-based game environment for students of class 7th or options listed is required (Fig 1). Higher credits are given
to 9th. for more sustainable choice and lower to less and least for
non-sustainable choice based on the CF generated in real life.
B. Game Flow Based on the option selected, the next question is presented.
The goal of the game is to maintain the temperature of Finally, the player is provided with appropriate feedback along
the Warmth Meter within a permissible limit. If the limit is with ideas on what would have been the CF [12] if another
crossed, the game ends. option was chosen. The number of CC earned and temperature
The gamification elements are - a pedagogical agent called change is reflected on the screen (Fig 2). The player has to
the talking tree (Fig 1-a) which helps the player by providing keep watch on the WM to avoid ending the game without
support in form of hints (Fig 1-b) and feedback. Here the completing all the scenarios.
scoring mechanism is in the form of Carbon Credits (CC) A star is awarded for each assessment question after every
(Fig 1-c) which is directly related to the choices made by two scenarios that are correctly answered. If the player gets
the player during the play i.e., selection of more sustainable three stars out of five then s/he gets a Carbon Warrior badge.
options leads to higher CC. These credits can then be traded The player has the option to quit the game at their convenience.
with the system to purchase trees and plant them to lower Currently, only one scenario (scenario 5: Going to School) is
the overall temperature of the planet which is the goal to be developed for the prototype, and the same was used for the
achieved and is shown by the Warmth Meter (WM) (Fig 1-d) usability study.
in the form of a thermometer.
Next, the player is introduced to the 10 different scenarios IV. M ETHODOLOGY
of the game namely - 1. Getting Up, 2. Brushing Teeth, 3. We conducted a pilot usability study with five students who
Bathing Habits, 4. Breakfast, 5. Going to School, 6. Lunch, were randomly chosen from 15 others that we interacted with
7. Coming from School, 8. Evening Activities, 9. Doing previously. We conducted semi-structured online interviews

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to understand how students used the Carbon Warrior game. VI. C ONCLUSION AND F UTURE W ORK
Each participant spent around 20 minutes interacting with the The preliminary results of the pilot study provided insights
game’s interface and an additional 20 minutes answering the on the usability of the game and the elements of the game
post-game interview questions. Four researchers observed the design in the current high fidelity prototype of the game.
participant’s interaction with the game. Each of the studies Although there were confusions with regards to elements
was video recorded with the consent of the user and their such as WM, CC, these were erased/reduced as the student
parent(s). These recordings were analysed later. The questions progressed through the game. Here, the progression of the
in the interview were inspired by QUIS [13] [14] to test the game acted as an indirect scaffold. The usefulness of certain
usability of the various elements in the game. This was done game elements such as the talking tree, the hint button, and
to understand what the user felt while using the system on the feedback at the end of the scenarios was integral to the
a deeper granularity which might have not come forward in game-based learning.
mere system interaction. The questions encouraged students In-depth data analysis is required to understand the exact
to provide their feedback and suggestions on the design. effectiveness of the game on the players. Our future work
Data from these interviews were transcribed and analyzed to will be focused on building the complete game, possibly with
understand how students used the game. multiplayer options.
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