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ECOQUEST 

The World's First Carbon Reducing Game

Recent Updates 

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Games for Change Student Challenge – Finalist 

In May 2025, EcoQuest was named a finalist in the Games for Change Student Challenge under the theme 'Nurture Yourself with Nature.' Out of over 1,000 submissions, EcoQuest placed in the Top 4. Read more about the Games for Change Student Challenge here.

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EcoQuest Validation Research @ Daegu Youth Culture Center

EcoQuest is conducting further validation research with the Daegu Youth Culture Center and NetZero@School from June 2025 to September 2025. Through this research, we aim to validate our hypothesis of whether EcoQuest can engage more students and engender behavior change. After this project, we plan to develop EcoQuest further and distribute it to 104K students in the NetZero@School network. Read our research proposal here. 

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in school can be created solely with student behavior change
through enhanced awareness and self-efficacy.

Carbon
Emission
Decrease

20

TO PUT THIS INTO A GLOBAL SCALE...

"At EcoQuest, we nurture climate leaders by teaching energy literacy and instilling self-efficacy that drives real-life individual action."


Here's how to play for a greener future.


Reduc

%

This 20% proves that individual demand management in schools is a potent way to nurture future climate leaders and mitigating imminent impact. 

THIS IS ECOQUEST.

The World's First Carbon-Reducing Game.

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1 - Play.

1 - Play.

EcoQuest uses a Candy-Crush-style matching game to help students identify energy-hog appliances. In every game, students reduce a classroom's energy consumption by matching appliance tiles. 

2 - Learn.  

Students reinforce their understanding of energy-hog appliances by solving short daily quizzes for boosters. These quizzes test students on identifying high power consumption appliances, reading energy labels, and more. 

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3 - Reduce.

EcoQuest's inter-school leaderboard allows students to compete to reduce their school's emissions through habits like turning off unused lights. reduction through tangible, data-driven actions. We empower students by allowing them to see their emission reduction the next month. 

 Old EE vs EcoQuest

Lack of Engagement

Kuthe et. al classified that 25% of students in EE fell into the category of disengaged, with low awa fourth of students taking EE fell into the "Disengaged" category. These students lack both awareness and motivation. 

Lack of Behavior Change

Schools in England are responsible for 15% of public sector carbon emissions. Current EE doesn't foster motivation to decrease such emissions

Lack of Relevance

Survey of high-schoolers found that while most students acknowledge the magnitude of climate change, they feel hopless that they can do anything.

Self-Efficacy

Research shows that promoting self-efficacy alone can increase sustainable behavior by 45%. EcoQuest's real-world connection fosters self-efficacy in students.

Match-Three Game

According to the Federation of American Scientists, gamification increases retention by 70%. EcoQuest's Candy Crush-like gaming platform makes EE enjoyable. 

Student Action

According to NetZero@School, student behavior change from energy literacy can decrease 17-20% of school carbon emissions. EcoQuest's inter-school leaderboard motivates students to reduce energy consumption outside of the game. 

There is no reason not to play this game. It is fun, addictive, and educational at the same time, so you feel good about yourself too. I feel proud of myself for contributing to carbon emission reduction.

Jake Park (12)

I love how this game doesn't force any learning upon me. I navigate through the stages enjoying the game, and the learning follows. It's unlike other educational games that make me read or study.

Haydn Mangione (11)

I used to think I couldn’t make a difference, but I think I would feel empowered by the in-school leaderboard because it shows how my classmates and I reduce carbon emissions in our daily lives.

Mia Kim (11)

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