Skewb Climate managing director Ruta Blazeviciute explains how collaboration between the digital education firm and utilities are levelling up climate and social outreach among the next generation via bespoke video games.
A study of 5,000 UK-based 11 to 16 year-olds by the National Literacy Trust (NLT) and the Association of UK Interactive Entertainment (UKIE) in 2020 similarly flagged the ability of video games to push educational, creative and social buttons.
More than a third of those quizzed (35%), for example, claimed that gaming made them better readers, while 63% write video game-related content and 76% discuss themes encountered while playing with others.
Insights such as these are the building blocks upon which Skewb Climate has loaded Minecraft – a sandbox-style video game in which players explore virtually infinite 3D terrain to discover raw materials and create structures – with educational content around climate change and decarbonisation.
Thus far, this ranges from flying as a water droplet through the water cycle to absorb new behaviours and reduce consumption to discovering the dangers of carbon monoxide exposure.
“There is evidence which clearly demonstrates that the delivery of environmental education to children filters down to adults when they interact with them at home,” Blazeviciute says. “This transfer of knowledge from child to adult has been shown to influence behaviours positively,”
Accelerating climate and social action
A digital education offshoot of water, gas and electricity tech firm Skewb, Skewb Climate is currently in the early stages of collaborating with utility firms to further target schools in the ‘hard-to-reach’ communities and empower young people to combat challenges such as fuel poverty, water efficiency and gas safety via bespoke content.
“Our purpose is to accelerate climate and social action through digital education,” Blazeviciute adds. “We are passionate about the creative process of developing bespoke gaming products working with utility clients in their focus in being a force for good in the communities in which they operate.”
Currently in a trial phase, with schools or parents able to book a Minecraft module trained teacher via Skewb Climate or a partnering utility, lessons happen either virtually or via laptops provided by Skewb so that schools that wouldn’t otherwise have the equipment to make content accessible can participate.
Spin-off’ solutions
Working with Lithuania-based educational content development Three Cubes, Skewb Climate has produced its own “Minecraft world” – shaped by a steering group of children aged between five and 15 who have assisted in the design and testing new products – where lessons take place.
This emerging range of digital educational products has also opened up a new supplier market of developers who have not traditionally worked in the water and utility sector, and in turn introduced the sector to gamification, digital education, and other new areas of innovation.
“This has also, importantly, stimulated the thinking of our clients in the water and utility sector and channelled their creativity and passion for climate action and acting sustainably,” Blazeviciute adds. “The use of gaming technology has also generated a huge number of spin off ideas for new solutions for our clients in their core activities, including training and development, induction and recruitment. The use cases are endless.”
“We see this as part of the wider ‘digital skills transition’, to support skills development as part of the ‘levelling-up’ agenda, to this end we have begun to extend our reach into schools, but also with housing and social housing providers, to engage more widely with local communities, this includes cross-collaboration with multiple utilities to drive integrated multi-channel engagement.”
Harnessing educational technology
While Skewb Climate’s approach is still relatively new both within the utilities sector and more broadly, Blazeviciute describes it as part of a fast growing educational technology industry, energising what she describes as a “static” curriculum that doesn’t yet comprehensively cover climate challenges.
“Our approach builds on a growing recognition that educational gaming can stimulate interest in children and young people in subjects which would otherwise seem hard to reach,” she says. “This further builds on increasing evidence in the role that digital products play in education, for both children and adults, overcoming some of the barriers to traditional learning methods.