Cookie preferences

HundrED uses cookies to enhance user experiences, to personalise content, and analyse our web traffic. By clicking "Accept all" you agree to the use of all cookies, including marketing cookies that may help us deliver personalised marketing content to users. By selecting "Accept necessary" only essential cookies, such as those needed for basic functionality and internal analytics, will be enabled.
For more details, please review our Cookie Policy.
Accept all
Accept necessary
keyboard_backspace Back to HundrED
Lasse Leponiemi

Chairman, The HundrED Foundation
first.last@hundred.org

Eco-Hero Cat: A Digital Game Design Supporting Sus

Small Choices, Visible Change

Eco-Hero Cat is a digital game designed to help children turn sustainable living knowledge into daily behaviour. Students make small choices, while the game instantly visualises their impact on water, energy, waste and carbon. Thus, environmental education becomes behavioural rehearsal and measurable action.

Overview

Information on this page is provided by the innovator and has not been evaluated by HundrED.

Updated May 2026
Web presence

2025

Established

1

Countries
Students basic
Target group
Our long-term goal is to transform Eco-Hero Cat from a single digital game into an open, low-cost and measurable sustainable living learning model that teachers can adapt in their own classrooms. In the first stage, we aim to improve the water, energy, waste, transport and nature modules of the game for different age groups and reach a wider number of students. In the next stage, we want students to move from being game users to becoming game creators by designing their own mini-games with HTML, CSS and JavaScript, based on local environmental problems. The change we want to see in education is that environmental education should not remain limited to giving information or raising awareness. Instead of memorising the sentence “we should protect the environment,” students should see, measure and transfer the impact of a small behaviour on water, energy, waste and carbon into daily life. Our dream is for classrooms to become learning laboratories where children develop responsibility, produce behavioural data, design solutions and turn sustainable living into daily habits. In the long term, we aim to make the model adaptable across different countries through teacher guides, assessment forms and student coding templates.

About the innovation

Why did you create this innovation?

This innovation was developed to address a common problem in environmental education: students often know what should be done, but this knowledge does not always turn into daily behaviour. Children may understand the importance of saving water, using energy efficiently, recycling waste and protecting nature; however, these ideas can remain abstract unless they are connected to repeated, visible and meaningful actions.

Eco-Hero Cat was designed to close this knowledge–behaviour gap through a digital game-based behavioural rehearsal model. In the game, students control a cat avatar and complete daily-life environmental tasks such as turning off a tap, switching off unnecessary lights, sorting waste correctly, choosing to walk for short distances and avoiding actions that harm nature.

The main innovative component is the impact counter. When a student makes an environmentally responsible choice, the game does not simply give a score. Instead, it immediately visualises the real-world meaning of that action, such as the amount of water saved, waste recycled, carbon emissions reduced or energy contribution achieved.

In real life, the results of environmental behaviour are often delayed and invisible. This game compresses time and makes those effects concrete for children. Therefore, students experience sustainability not as an abstract message, but as the measurable result of their own small choices.

What does your innovation look like in practice?

In practice, our innovation works as a digital learning environment where students do not only hear about environmental problems; they make decisions, see consequences and adjust their behaviour. In the game, each student controls a cat avatar and moves through mission stations based on daily life: turning off a running tap, switching off unnecessary lights, sorting waste into the correct bin, choosing to walk for short distances and correcting actions that harm nature.
After each responsible choice, the impact counter is updated immediately. Instead of receiving an abstract score, the child sees the concrete meaning of the action: how much water was saved, how much waste was recycled, how much carbon impact was reduced or how much environmental contribution was made.
In classroom use, the teacher first measures students’ environmental behaviours over the last seven days. Students then play the game through water, energy, waste, transport and nature modules. At the end, they are assessed again, and the transfer from game tasks to real-life behaviour is examined. In this way, the innovation is not merely a game activity; it becomes an evidence-based STEM learning model combining behavioural rehearsal, instant feedback, measurement and reflection.

How has it been spreading?

The "Environment Hero Cat" application was launched in September 2025. In the initial phase, the game was tested as an in-class pilot application and reached 94 students in 2025. During this process, students were enabled to experience environmental decisions through themed tasks on water, energy, waste, transportation, and nature. Based on the observations obtained, the game flow, task structure, and impact counter feedback were improved. In 2026, the application was rolled out to a larger group of students and implemented again with 257 students. Moving beyond the initial pilot class level, it evolved into a digital sustainable living model that can be tested, measured, and disseminated across different student groups. In total, it reached 351 students directly.

If I want to try it, what should I do?

Teachers who want to try out the application can ask their students not just to play the ready-made game, but to design their own mini sustainable living games using HTML, CSS, and JavaScript, following a similar logic. First, students choose environmental behaviors: turning off the tap, switching off the light, separating waste, preferring to walk, or protecting nature. Then, they create the game screen with HTML, the visual layout with CSS, and the character movement and task logic with JavaScript. At a more advanced level, they can add a cat, a child, or a local animal avatar using HTML5 Canvas. A simple condition is written for each task: if the player touches the correct object, the impact counter is updated. For example, results such as "+500 ml water saved if the tap is turned off", "+0.05 kWh energy contribution if the light is turned off", "+1 recycling point if the waste is thrown into the correct bin" appear on the screen. The teacher can divide students into small groups: one group designs the interface, another the character, another the tasks, and another the impact counter. At the end of the process, the game is tested, bugs are fixed, and students explain the real-life equivalent of the behavior they coded. In this way, the activity shifts from game consumption to game production.

Implementation steps

Step 1: The Problem Was Introduced
Students discussed water saving, energy use, waste sorting, transport choices and protecting nature. The aim was to help them notice why environmental knowledge does not always turn into daily behaviour.
Step 2: Pre-Assessment Was Conducted
Before the activity, students’ environmental behaviours over the last seven days were measured with a short form. Their initial levels were identified in relation to water, energy, waste, transport, reuse and nature-related behaviours.
Step 3: The Game Was Introduced
Students were introduced to the aim and rules of “Eco-Hero Cat.” They learned that the cat avatar would complete environmental missions and that each responsible choice would become a visible result on the impact counter.
Step 4: The Water Module Was Played
Students completed water-saving tasks, such as turning off a running tap. At the end of the task, the amount of water saved was shown on the impact counter. In this way, water-saving behaviour was linked to a concrete result
Step 5: The Energy Module Was Played
Students completed tasks such as switching off unnecessary lights and making energy-saving choices. The game made the energy contribution of correct decisions visible and reinforced energy efficiency in daily life.
Step 6: Waste and Recycling Tasks Were Completed
Students sorted paper, plastic, glass and other waste into the correct bins. When waste was sorted correctly, the amount of recycled waste was shown. This section became one of the areas with the strongest behavioural improvement.
Step 7: Transport and Carbon Tasks Were Completed
Students chose walking or low-carbon transport options for short distances. The game showed how this choice reduced carbon impact. Thus, the environmental consequences of transport decisions became visible.
Step 8: Nature and Wildlife Tasks Were Applied
Students completed tasks such as correcting harmful situations, protecting living beings and improving the environment. As the tasks progressed, the game world became cleaner, greener and more lively.
Step 9: Post-Assessment Was Conducted
After the game activity, the same behaviour form was applied again. Pre-test and post-test results were compared. In this way, it was examined whether the game created a change in students’ sustainable living behaviours.
Step 10: Reflection and Dissemination Were Carried Out
Students wrote which game tasks came to their minds in real life. Behaviours such as switching off lights, turning off taps and sorting waste were evaluated in terms of real-life transfer. The project was then expanded to a wider student group.

Spread of the innovation

loading map...