The EduCycle Game

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 in EduVille, the imaginary village pictured on the game board. The goal of the game is to make choices that meet best with the targets of the Paris Climate Agreement. However, the game has been created for educational use, so it can also be played with different objectives, such as demonstrating the results of excessive power production. The game also features a barometer that demonstrates the happiness of the imaginary people living in EduVille. The barometer reflects how realistical the players’ choices are from the society’s perspective; people still need food, energy and traffic resources to live their everyday lives – but how to find the perfect balance between living in a modern society and still preventing climate change?



The game is played through an augmented reality application, through which the game board and the players’ choices come alive. Players choose tokens to place on the game board to see how their choices affect EduVille. The application reflects realistic effects according to the players’ choices – building too many power and industrial plants, but no forestry will, for example turn the sea brown.



The tokens of the EduCycle game are called EduBlocks. The tokens are divided into colour-coded groups according to the six causes of climate change: power production, industrial production, waste treatment, transportation, housing and agriculture. Each EduBlock represents a concrete factor of one of these causes, e.g. a nuclear plant or pig farming. The EduBlocks have an AR code, and by scanning the code with the tablet, the players are able to “build” the chosen block into EduVille, and then perceive how their choices affect EduVille’s environment.

Wind Energy

Wind power mills use airflow to produce electric power. This energy source is renewable and doesn’t produce greenhouse gases.

Traditional Housing

RBuildings cause CO2 emissions in multiple ways. Powering them also produces CO2 emissions.

Fossil Transportation

The vast majority of all transportation are powered by fossil fuels.

Cattle Farming

Cattle farming produces a lot of greenhouse gasses. In order to lower them, methane is used; it is a 23 times more effective greenhouse gas than CO2.

Oil & Gas Production

Many different products can be made from crude oil, gasoline for instance. Oil is categorized a as non-renewable material.

Coal Energy

Coal is burned to produce electricity widely around the world. It is also one of the most polluting energy sources.


Landfills are sites where all non-recyclable waste is put. It is really important to use recyclable materials as much as possible.


Nature in cities brings many benefits to urban living. It’s proven that people who can visit parks and forests are happier and have less stress compared to people who can’t.

Renewable Housing

Smart buildings can regulate their energy consumption. Renewable energy sources are often used to reach a lower energy consumption.

Game board

The game board of the EduCycle game represents an imaginary city, EduVille, which is divided by colour code into six different regions, that correspond with the six causes of climate change. Players place tokens onto the mapboard and view it through an iPad, which brings the resulting environmental outcomes to life. The game is based on the environmental science of the Intergovernmental Panel of Climate Change, and reflects real-life, researched environmental effects of climate change.