Emily Simpkin Ripple

Finalist
Credits
  • Tauira / Student
    Emily Simpkin
  • Kaiako / Lecturers
    Tim Turnage, Kerry Ann Lee, Annette O'Sullivan
Description:

Phytoplankton are the most important organisms on the planet. They take in 40% of carbon dioxide from the atmosphere and produce about half of the Earth’s oxygen. They also form the base level of the marine trophic food pyramid. There has been a 1% decrease in phytoplankton per year since 1950. If this were to continue climate change would accelerate, Earth’s atmosphere would have less breathable air, and we would struggle with global food shortages. The entire ocean food web would contract.

My audience is kids in New Zealand schools aged 12–14. In my project research, I found that play and experience are the most effective ways for a child to learn and that gamifying science communication facilitates enjoyable learning experiences for kids at school. Therefore I wanted to make an attractive, engaging and informative resource for children to learn about phytoplankton, the important roles they play in the ocean food pyramid and on our planet, and how climate change is affecting these roles. Looking at the current market there are none.

Final work
My final work is the Ripple Card Game; a box design, two boards, a set of 153 cards, and instructions. Ripple is a game-based science communication resource that uses design to educate kids through organising complex information in a fun and engaging way. This allows kids to play, learn and retain information. The mechanics for the game are inspired by the pyramid diagram and match my learning outcomes.

Visual design
Ripple uses visual elements like illustration and vibrant textures to connect and engage with my audience and facilitate easy learning experiences where information can be absorbed and understood. Colours educate about each trophic level, ranging from bright green (growth of life and abundance) to red/purple (strength, and power). The overall visual system connects to the children in a friendly and exciting way, however, it is still serviceable in providing an educational scientific resource densely packed with information.

Physical design
Physical elements of the game communicate the learning outcomes, for example, the board is a literal pyramid structure with cards overlapping each other communicating interconnectivity and relationships of the food pyramid.

Mechanics
The gameplay reflects real-life conditions and the effects of those conditions on the food pyramid in nature from human activity, climate change and natural events. Players build up their pyramid by trading lower-level organisms for the next level up which embeds a sense of value in higher-level cards referring to the energy transfer between trophic levels.

Educating children about environmental conservation facilitates the protection of the planet's long-term health. In educating kids about their surroundings and using their curiosity, educators can give them the tools to make informed decisions and have positive effects on the environment. The overarching narrative of Ripple is informed by the Māori concept of Kaitiakitanga. In Māori beliefs, the environment and people are intrinsically connected. Playing Ripple, kids learn about the complex connections between people, the ocean and those living in it.