Apps and tools to encourage responsible, sustainable consumption
Project Description
The choices we make in daily life - the food we eat, the clothes we wear, the products and services we use - define our lifestyle. In Hong Kong many people have the perception that sustainable consumption implies sacrificing our quality of life and switching to a boring lifestyle. With the educational games we developed we try to show students that the topic of sustainable consumption can be fun and improve our lives while giving individuals the freedom to consume what is important to them while reducing unnecessary clutter and overconsumption.

Over the past years we have been developing different educational tools including:

- the LOOP game (https://www.theloop.page/)
- a Life Cycle Thinking Game
- an interactive Carbon Calculator

which we are now evaluating and aiming to publish our results in educational research journals.
Supervisor
SAUERWEIN, Meike
Quota
2
Course type
UROP1000
UROP1100
UROP2100
UROP3100
UROP3200
UROP4100
Applicant's Roles
The student would support the research team in one or more of the following:
- testing and applying sustainable consumption related apps and games in class and other gaming sessions
- reviewing academic literature to understand how researchers around the world use and evaluate games
- designing evaluation schemes such as surveys to assess the effectiveness of these games
- analyze collected data (statistical analysis, data presentation)
- drafting paper ideas and assisting the writing process for submission to academic journals
Applicant's Learning Objectives
- develop and strengthen academic and analytical skills incl.: literature review, survey design methods, use of survey design tools, data collection, data/statistical analysis & use of relevant software
- understand sustainable consumption principles
- strengthen critical thinking
Complexity of the project
Moderate