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?

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