
ECOBIT
A fun and interactive educational toolkit to teach Digital Ecology


Overview

In our tech-driven world, gadgets contribute a significant 4% to global greenhouse gas emissions, with energy consumption rising by 9% annually. Despite these startling figures, the environmental impact of digital technology remains largely unnoticed due to educational oversight.
My project addresses this critical gap, aiming to cultivate awareness among students about the digital carbon footprint crisis. By emphasizing the need for responsible technology use, we strive to instigate a behavioral shift, empowering students to adopt eco-friendly practices. The project acts as a catalyst for change, bridging the knowledge deficit and fostering a generation equipped to minimize their carbon footprint, ensuring a more sustainable and environmentally conscious future.

Design Process

Secondary Research
Let's Talk Numbers!

Each search query emits around 1.45 grams of CO2. If we use a search engine to make around 50 search queries per day, this produces a huge 26 kilograms of CO2 per year
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Internet’s carbon emissions are in the order of 1.7 billion tonnes of (CO2 e) emissions a year in 2020, up from 2010 estimates of approximately 300 million tonnes – a growth rate significantly faster than doubling every year



E-WASTE

VIDEO CONFERENCING
Research by Resources, Conservation and Recycling journal estimates a one-hour video conference call with the video on generates 157.3 grams of carbon dioxide, far more from the estimated 6.2 grams generated from a call without an activated video camera.
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The analysis also suggests one-hour of video streaming in high definition emits almost 441 grams of carbon dioxide, compared to 62.94 grams if streaming is in standard definition.
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A 2021 study by GreenSpector suggests BigBlueButtons, Tixeo and Google Meet as the most efficient platforms for video calls. The worst performer, with approximately 40MB of data exchanged in one minute, is Discord, compared to BigBlueButton’s ~3MB.




INDIA - 3rd Largest producer of e-waste
e-waste of India + China + US = 38% global e-waste
57.4 million tonnes of electronic waste was generated in the year 2021 and By 2030, that number is expected to reach 74 million tonnes, an annual growth rate of 3-4%.
According to the ITU Report, less than 18% of all e-waste can be accounted for, and 83% of e-waste is likely not properly disposed off


DATA CENTERS
SMALL ENERGY CONSUMPTION
A Loughborough University study asserts that more than 20% of an office building’s energy consumption can be attributed to small energy consumption i.e. energy required to power smaller electrical equipment such as computers, monitors, smart phone chargers, printers, vending machines and other office equipment.
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The average CO2 e emission per kWh is 0.23kg, meaning just 10 desktops generate 33kg of carbon a year to sit idle.


The data centers currently consume 3% of the world’s Electricity and by the year 2030, they will consume 8% of the world’s electricity alone
By the year 2030, we are expected to produce a Data Growth of 1 Yotabyte (1 Trillion Terabyte)
Gerry McGovern, author of World Wide Waste, cites analyst reports that claim 90% of stored data is never accessed once stored, and 90% of IoT data is never used.



1 Plain text Mail or 1 spam mail : 0.3g CO2
An Average Email : 4g CO2
Lengthy attachments email : 50g CO2
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Sending or receiving just 70 emails a day can contribute up to 84kg CO2 e per year
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Nearly 107 billion spam mails are sent daily causing approximately 33 thousand Tonnes of CO2 e daily.

Visited 5 Schools; Interviewed 78 People
Primary Research


Demographics




Government Schools
Private Schools
Unconventional Schools
Total
5th Grade : 4 Students
6th Grade : 4 Students
7th Grade : 4 Students
8th Grade : 30 Students
7th Grade : 2 Students
8th Grade : 20 Student
64
2 Primary school Teachers
(5th Grade)
4 Secondary School Teachers
(6th - 8th Grade)
1 Secondary School Teacher
3 Secondary School Teachers
10
6th Grade : 1 Parent
7th Grade : 1 Parent
8th Grade : 1 Parents
9th Grade : 1 Parent
4
Students
Teachers
Parents

Camera Study

Interview Insights
1
Time spent on digital devices

53% of the students interviewed said that the spent around 6-7 hours on their digital devices; 38% said that they spent around 4-5 hours on digital devices; 4% said that they spent around 8 hours on it


Are digital devices harmful in anyway?

None of the students had any idea about digital carbon footprint or the fact that digital devices cause harm to the environment
2
3
Time spent on digital devices

- Students say that the subject is about air, water and soil pollution and also Garbage
- 94.5% students say that they have never studies the subject seriously
- Most of the students say that the teacher never teaches it
- The book is generally kept untouched as it not even the part of the main syllabus


What makes Learning interesting?

“When we are taught through games, we pay maximum attention in class”
“Team projects and inter team competitions are the best motivating factors for the entire class”
4

Problem Statement
“ An absence of a curriculum designed to educate students about the concept of digital carbon footprint and to foster a generation that is environmentally conscious about their carbon impact.”
How might we
“How might we educate students of Grade 6 to 8 about digital carbon footprint and nudge them to become carbon conscious ”





User Testing
Teachers
Students


Parents
2
4
1
Final Concept
The final concept is called ‘Ecobit’ which is a fun and interactive educational toolkit that teaches students digital ecology. It is poised to be a transformative addition to school curricula, offering a structured approach to educating students on this critical issue and fostering lasting behavioral change. The subject has been divided into 6 key themes which are taught using 6 games and hands on activities.




A board game that acquaints students with their internet habits, challenging them to minimize their digital carbon footprint throughout the game.
1. Carbon Clash Board Game

2. Green peace crossword
A crossword game that engages students in identifying environmentally conscious brands, promoting awareness of green energy.
3. Sustainable Web relay race
An interactive relay race that encourages students to make eco-friendly web design choices, translating into fewer physical laps in the race.


4. Magnetic storage revelation
An interactive relay race that encourages students to make eco-friendly web design choices, translating into fewer physical laps in the race.
4. Spot The Difference
A game that sharpens students' observation skills by observing and analyzing two very similar pictures and raising awareness about the e-waste issue.


6. Green Hunt
An exhilarating treasure hunt-style game where students decipher clues and codes, progressively reducing their school's carbon emissions and completing their digital ecology journey.
Teachers’ Guidebook
Ecobit is complemented by a comprehensive Teacher's Guide Book, meticulously crafted to facilitate educators in delivering effective instruction. This resource offers in-depth knowledge, intriguing facts, and activity details with corresponding answers for each theme.





Other
Supplements
6 students, 5 Teachers and 3 Parents
User Testing


Games & Activities
Interesting
Easy to Play
Impactful
Understandable
Board Game
Crossword
Relay Race
Spot the difference
Magnetic Storage Game
Green Hunt

Product Video
Ecobit in a Gist
