Siemens

Decarbonisation Resource

Learning resources and an interactive gaming environment for secondary schools focusing on carbon and climate change. The project aims to encourage young people to understand climate challenges and recognise the impact that innovation, technology and STEM subjects can have on the future.

Siemens is one of very few global companies to commit to four ambitious sustainability initiatives at once, ensuring their climate-protection efforts are in harmony with the Paris Climate Agreement’s highest level of ambition.

Our brief was to create learning resources and an interactive game environment that covered carbon and climate change in relevance to Siemens’ climate action and the United Nations Climate Change Conference 2021 (COP26). Content needed to align with Siemens’ innovations, technology and commitments to help audiences understand positive impacts and provide support in learning and applying this knowledge.

The Solution

The resources were primarily targeted at secondary school aged children (12-16 years) alongside their classroom teachers. Therefore, the materials needed to support the curriculum and include relevant worksheets and information alongside the interactive online gaming environment. By encouraging young people to recognise the need for innovation and technology, the project’s aim is to share the impact that STEM is having on the future.

The key messaging was developed to encourage young people to think and understand how they can make a difference, be proactive and get involved with taking action. The feel that ‘we’re in this together’ and the realisation that small personal changes can make a big impact were cornerstones in the mission.

Our 3D team developed a game environment with a first-person player viewpoint, creating a cutting-edge educational environment that is fully immersive. Users are introduced to the game via a video animation. This animation sets the scene, extending the sustainability narrative of the Siemens Infinity STARship Interactive which TMC launched with Siemens earlier in the year. The game’s design is similar to those that children get from other gaming experiences, and standard web browser technologies were leveraged to bring a real first-person gaming experience across desktop and mobile platforms with no need to download apps or additional plugins.

Educational Game Environment

The Decarbonisation game provides easy to access scientific information relating to the harsh reality of what the future could look like. The fictional Planet X appears to be similar to Earth, however it demonstrates four inhospitable regions which have all been adversely impacted by climate change. The game poses important questions to the user surrounding the causes and impact of carbon emissions. These questions will vary depending on whether the user is in the Polar, Ocean, Forest, or Community and Industry region.

Polar scene from the Siemens Decarbonisation game

The Impact on STEM Education

As users explore Planet X and the different regions within it, they gain insight and knowledge on what could happen if climate change is not managed. This recognition of the need for innovation and technology to reverse climate change, reinforces the impact that STEM can have on the future.

In the Decarbonisation game, users have the opportunity to learn about the following key themes as they explore the planet:

  • Understanding what climate change is
  • The impact climate change is having around the world
  • How humans have and are causing climate change
  • What the future might look like if steps are not taken
  • What is being done by who, and things we can do to stop climate change
Animated polar scene with ice melting for Siemens game environment
Animated agriculture scene with forest burning and dry fields in Siemens game environment
Animated ocean and bridge with polluting factories in the back ground for Siemens game environment
Animated factory within Siemens game environment
Animated polluted city with skyscrapers and lorries

Further Learning Resources

The key aim of the gaming element is to act as a stimulus for learning. Supporting content is used to further explore themes such as carbon budgeting, socio-economics and geo-political implications of climate action.

Teacher notes offer a series of flexible and differentiated suggestions, relating to one or more Geography and STEM curriculum topics. From this, students will have the chance to work individually or in small groups to learn more about a given theme. Using the interactive learning game environment, the student can respond back with findings/outputs.

This content includes:

  • My Carbon Action Plan, helping students to learn about what steps they can take and create their own personal plan.
  • A Conference of Parties, understanding more about what COP26 is and who is attending to debate climate change and decarbonisation measures.
  • Energy Efficient Design, learning about how business and industry is making use of technology such as Artificial Intelligence.

What next?

Looking to develop your social impact initiatives?

If you are interested in an obligation-free chart about how we can work together strategically, please contact us on:

You can telephone on +44 (0)1260 295700
or email hello@wearetmc.co.uk.

Siemens hører til en meget lille gruppe af globale virksomheder, som har forpligtet sig til hele fire ambitiøse bæredygtighedsinitiativer samtidigt, således at deres indsats for klimabeskyttelse afspejler Parisaftalens højeste ambitionsniveau.

Vi fik til opgave at udvikle læringsressourcer og et interaktivt spilunivers med fokus på kulstofudledning og klimaforandringer i forhold til Siemens’ klimaindsats og FN’s klimakonference 2021 (COP26). Indholdet skulle tilpasses Siemens’ innovationer, teknologier og målsætninger. Det skulle hjælpe målgruppen med let at kunne forstå, hvad positive klimahandlinger indebærer, og hjælpe dem med at bruge denne viden i praksis.

Løsningen

Ressourcerne var primært målrettet unge i alderen 12-16 år samt deres undervisere. Materialerne skulle derfor passe ind i den almindelige læseplan og omfatte relevante regneark og information i tillæg til det interaktive onlinespilunivers. Projektets formål var at lære unge om behovet for innovation og teknologi, og hvordan disse kan skabe positive fremtidige forandringer.

Det centrale budskab blev udviklet som en opfordring til unge om at overveje og forstå, hvordan de kan gøre en forskel og være proaktive og handlingsorienterede. Hjørnestenen i projektet var at skabe en følelse af sammenhold og en forståelse af, at selv små personlige bidrag kan gøre en stor forskel.

Vores 3D-team udviklede et spilunivers med en first-person player-spiloplevelse i et innovativt virtuelt læringsmiljø. Brugerne introduceres til spillet via en videoanimation. Animationen introducerer den interaktive fortælling om Siemens Infinity STARship, som TMC lancerede i samarbejde med Siemens tidligere på året. Spillets design ligner det, som børn kender fra andre spiloplevelser, og der blev anvendt standard-webbrowserteknologier til at skabe en overbevisende first-person player-spiloplevelse på tværs af stationære og mobile platforme uden behov for at downloade apps eller yderligere plugins.

Læring gennem spil

Dekarboniseringsspillet formidler videnskabelig information om den barske virkelighed, vi risikerer at gå i møde. Den fiktive Planet X minder på mange måder om Jorden, men har fire regioner, som alle er blevet gjort ubeboelige på grund af klimaforandringer. Spillet stiller vigtige spørgsmål til brugeren med fokus på årsagerne til kulstofudledninger og deres skadelige konsekvenser. Spørgsmålene varierer afhængigt af, om brugeren befinder sig i Polar-, Hav-, Skov- eller Fællesskab og Industri-regionen.

Scene fra spilunivers. Polar universet, med is som smelter og isbjørne fanget.

Indvirkning på de naturvidenskabelige uddannelser

Efterhånden som brugerne udforsker Planet X og dens forskellige regioner, tilegner de sig viden og forståelse om de potentielle konsekvenser af fortsatte klimaforandringer. Erkendelsen af behovet for innovation og teknologi til at bekæmpe klimaforandringer understreger den positive effekt, som naturvidenskab kan have for vores fremtid.

I dekarboniseringsspillet har brugerne mulighed for at lære om følgende centrale temaer under deres udforskning af planeten:

  • Hvad er klimaforandringer?
  • Effekten af klimaforandringer på vores planet
  • Menneskers rolle og bidrag til klimaforandringer
  • Fremtidsscenariet, hvis klimaforandringer ikke tages seriøst
  • Effektiv bekæmpelse af klimaforandringer, herunder hvad vi selv kan gøre
Polar scene med is der smelter fra dekarboniserings læringsressourcen.
Skov scene med afskovning fra læringsressourcen
Hav scene fra dekarboniserings læringsressourcen
Community scene fra dekarbonisering læringsressourcen
Industri scene fra dekarboniserings læringsressourcen

Yderligere læringsressourcer

Hovedformålet med spilelementet er at stimulere læring. Understøttende indhold bruges til yderligere udforskning af temaer som kulstofbudgetter, socioøkonomiske og geopolitiske konsekvenser af klimaindsatser.

Der er særlige noter til underviserne med fleksible og varierede forslag knyttet til forskellige geografier og emner i naturvidenskabsmaterialet. Eleverne får derefter mulighed for at arbejde individuelt eller i mindre grupper med et bestemt tema. Eleverne kan formidle deres svar og resultater som en del af læringsspillets interaktive univers.

Dette indhold omfatter:

  • My Carbon Action Plan (min kulstofhandlingsplan), som lærer eleverne om, hvad de selv kan gøre, og hjælper dem med at udarbejde en personlig handlingsplan.
  • A Conference of Parties (klimakonferencen), som fortæller mere om COP26, herunder om deltagerne og de aftalte mål for dekarbonisering.
  • Energy Efficient Design (energieffektivt design), som fortæller om, hvordan virksomheder og brancher bruger forskellige teknologier som f.eks. kunstig intelligens.

Hvad nu?

Har I behov for at udvikle læringsressourcer og skabe adfærdsændringer for specifikke målgrupper?

Hvis du er interesseret i en uforpligtende samtale om, hvordan vi tilgår sociale forandringsprojekter, bedes du kontakte os på:

Telefon +45 89 87 52 94
eller e-mail hello@wearetmc.com.

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