CATEGORY "YOUTH"

Energy Globe World Award 2019

Category:

winner

Moldovan Environmental Governance Academy (MEGA)
With the project:
MEGA Game: Connecting People for a Sustainable Future

Republic of Moldova

MEGA Game is a map-based project management tool with elements of gamification and e-learning designed for environmental organizations and Green Tech companies. This platform helps them to manage environmental projects and fieldwork collaboratively within a global community. Since 2015, the MEGA Game enabled 17 environmental organizations from Europe, Asia, and the US that have used the platform to implement 30 environmental and educational projects.

INITIAL SITUATION

In Moldova, there are many environmental projects organized by NGOs. The majority of them are focused on raising awareness and educating the youth about existing environmental problems, elaborating policy proposals, cleaning up and recycling waste, and planting trees. For these activities, the NGOs altogether spend approximately 500,000 EUR of grant money per year. Unfortunately, in spite of all this grant support and multiple projects and campaigns, the scientific data on practically all aspects of the natural environment in Moldova show a continuous decline.

SOLUTION

The aim of this project management tool was to address organizational internal issues by engaging youth into MEGA projects and in reporting on the projects’ results and impact to stakeholders. To alleviate these „pains“, in 2013, the MEGA team initiated the first „experiments“ in using maps and gamification to engage youth into nature conservation, to coordinate the fieldwork of volunteers, and to make the „fruits“ of their work visible to project partners. The long-term vision was that volunteers registered in MEGA Game would be able to engage with organizations’ projects posted on the platform.

INNOVATION

The MEGA Game platform allows environmental organizations (called Mission Providers) to connect with volunteers (called Green Agents) and other NGOs, engage and educate them on various environmental topics, research existing environmental issues, manage their projects, monitor progress, display positive impact achieved, and report to stakeholders. All of this is done in a collaborative space and in a fun, engaging, and motivating way due to elements of gamification integrated into the platform.

finalist

UWICER
With the project:
Himalayan Environmental Rhythms Observation and Evaluation System (HEROES)

Bhutan

Himalayan Environmental Rhythm Observation and Evaluation System is the first nationwide school based initiative to monitor the climate change and its impact on mountain ecosystems in Bhutan. 21 schools, representing different ecological zones and geographic regions of Bhutan, are currently involved in the HEROES project. Annually, over 400 students from 21 schools are engaged in monitoring seasonal lifecycles of plants and their yearly variation right in their respective school backyards.

INITIAL SITUATION

The Himalayas are one of the most iconic mountain ranges on the planet. The forests and the watersheds in these mountains support an estimated tenth of the world‘s population. As such, in addition to being a storehouse of unique biological diversity and storing a major chunk of the world‘s water in the form of ice, the Himalayas also regulate regional climatic conditions and provide crucial eco-system services.

SOLUTION

One of the objective of the project is to enhance climate literacy, especially in terms of promoting enquiry based learning in environmental education in Bhutan. Such learning is very limited, if not, non-existent in the current education system of Bhutan. By implementing this environmental curriculum, students are expected to experience scientific progress and at the same time contribute meaningfully to the understanding of climate change and its impact in Bhutan and across the globe.

INNOVATION

In this project, students use a mobile application called ‚Heroes‘ to record their daily plant observations, capture their location, take images and submit the data to an online data repository. Each school manages and owns the online data repository from where they can download data, do analyses and see yearly variations in the plants’ lifecycles. This database is also accessible to the general public through an online portal.

finalist

Potential Enhancement Foundation
With the project:
Educating through Technology (Raspberry PI Computer Labs)

United Republic of Tanzania

In this inspiring project, environment protection, the use of technologies and education are combined. A tool called Pi-oneer is used which is an innovative teaching tool consisting of a Raspberry Pi computer and offline educational content. Solar energy is the source of electric power which is perfect for the remote areas where the project is implemented.

INITIAL SITUATION

Many schools in Tanzania are still not connected to the national grid and therefore don’t have electricity. This is also one of the reasons why people who are interested in technologies leave their villages and go to live in towns where they hope to find a better future.

SOLUTION

Instruction videos from the Khan Academy, e-books from the project Gutenberg, encyclopedias and other content can now be displayed in the classrooms. The teachers are provided with a mobile projector and a solar recharging unit. Next to the better education which is now available in 29 schools, a side effect of the project is that the people can see the advantages of solar energy with their own eyes and start to use it in their homes too.

INNOVATION

The project provides a unique tool called Pi-oneer, an innovative teaching tool consisting of a Raspberry Pi computer with RACHEL offline educational content that includes Khan Academy videos, as well as a mobile projector and a solar recharging unit. Teachers can take the Pi-oneer into their classrooms and display educational videos and other visual teaching materials to their students. More than twenty schools in Tanzania have a Pi-oneer.