The objectives of the project were: - Helping young players become aware of the amount of CO2 emissions created out of different activities they do daily - Helping young players to be aware of the environment-friendly alternatives they can use in their daily lives - Guiding young players how to contribute to reducing CO2 emissions by monitoring & adjusting their daily choices - Raising awareness & providing knowledge through a fun board-game & app to be accessible & inclusive for youngsters & beyond The results of the project are enhancing the capacity of the organizations involved, by providing them with the physical board game & app as educational tools, which can help utilize these tools in their own initiatives & it can also facilitate their access to different target groups of young people.
A carbon footprint is the total amount of greenhouse gasses that are generated by our actions. Average carbon footprint for a person e.g. in the US is 16 tons. Globally, the average CO2 footprint is closer to 4 tons. To have the best chance of avoiding a 2°C rise in global temperatures, the average global CO2 footprint/year needs to drop under 2 tons by 2050 (www.nature.org). While lowering individual CO2 footprints from 16 to 2 tons does not happen overnight. Still, by making small changes to our actions, like eating less meat & line drying our clothes, we can start making a true difference. This is the reason why we came up with the idea to create a board game and mobile app that will measure our own CO2 footprint in a standard day and at the same time will offer alternative ways to have it lowered. Both deliveries provide players and users with knowledge, alternatives, interesting facts and tailor-made tips on what to do better or how to contribute to the common goal - lowering CO2 footprint. At the same time, these project outputs fulfill the needs of young people for learning in a playful way and educators to have such educational tools at their disposal.