Increasing recycling in schools through virtual gamification.
June 2018 – September 2018
Team: Samantha C, Harish C., Scott J., Julia O., Chris R., Achal S. // Role: collaborator & designer
The importance of recycling is not groundbreaking.
Kids are taught to put paper in the iconic blue recycle bins, and everything else …. in the trash? While almost all school districts in the US implement some sort of recycling program, only 40% of schools actually recycle. Lack of standardized curriculum, lack of regulatory requirements, and misaligned incentives often make sustainability practices in schools an afterthought. Not to mention, it costs schools money to engage with waste management companies.
To put it into perspective, an elementary school produces an average of 14,000+ tons of waste per day. Of that, 24% of that is recyclable paper. That’s a ton of waste that can be diverted!
Our team saw this as an opportunity. How might we make recycling fun and educational for students, while also minimizing overhead costs for schools?
INTRODUCING … DinoCycle
DinoCycle is a digital platform that inspires recycling in schools through the use of gameplay. Recyclables are tracked at the classroom level and transported directly from the school to the waste management facilities.
There are 3 key user flows – teacher, student, and the gig worker.
For teachers, DinoCycle provides a standardized way to educate students on proper recycling practices without taking time away from the core academic curriculum.
For elementary school students, DinoCycle provides an interactive way to develop sustainability habits through the use of compelling visuals and gameplay.
For gig workers, DinoCycle provides an additional steady stream of income by giving them the opportunity to pick-up and drop-off recyclables directly to facilities.
Kellogg School of Management & McCormick School of Engineering