This thesis explores the design, development, and evaluation of a gamified digital tool based on Behavioural Life Cycle Assessment (B-LCA), created to reduce the knowledge–action gap in sustainability education among university students. While sustainability is increasingly included in higher education programs, many students struggle to translate theoretical knowledge into consistent behavioural change. This well-documented attitude–behaviour gap emphasizes the need for innovative and engaging educational approaches. To address this challenge, the study adopts a design-based research methodology combining environmental modelling, gamification, and experiential learning. At its basis, a Behavioural-LCA model developed in Excel quantifies the environmental impacts of student lifestyles at the Politecnico di Milano across seven domains: mobility, diet, domestic energy, digital and academic life, fashion, water use, and waste management. The model integrates verified emission factors from European and Italian databases, contextual datasets, and academic literature to estimate annual carbon footprints. Reported behaviours are expressed in absolute impacts (kg CO₂ e. per academic year) and normalized ECO-Scores, which serve as the basis for gamified feedback. The tool was conceptualized as a Minimum Viable Product (MVP) linking the Behavioural-LCA backend with interactive mock-ups simulating a mobile application. Its design integrates behavioural assessment, personalized feedback, gamified features (points, badges, streaks, challenges, leaderboards), and category-specific educational content, in order to translate complex data into accessible and motivating experiences. Evaluation involved 15 students from diverse disciplines at Politecnico di Milano. A mixed-method approach was applied: pre- and post-surveys measured changes in awareness and perceptions, while group discussions provided qualitative insights. Statistical analysis revealed significant increases in understanding of the environmental consequences of daily behaviours (p < 0.05 across all questions). Participants valued the clarity of personalized scores, ECO-Tips, and gamified feedback, and were particularly surprised by the impacts of less visible behaviours such as digital use and water consumption. The results show that gamified Behavioural-LCA can effectively bridge abstract sustainability concepts with everyday lifestyle habits by fostering awareness, reflection, and behavioural intention. Limitations include reliance on self-reported data, lack of long-term tracking, and MVP usability constraints. Future work should focus on developing a fully operational application, enabling longitudinal engagement, expanding behavioural categories, and integrating the tool into institutional sustainability initiatives. Overall, this study demonstrates the feasibility and educational potential of combining gamification with behavioural environmental modelling to transform awareness into action.
Questa tesi esplora la progettazione, lo sviluppo e la valutazione di uno strumento digitale gamificato basato sulla Behavioural Life Cycle Assessment (B-LCA), creato per ridurre il divario tra conoscenza e azione nell’educazione alla sostenibilità tra gli studenti universitari. Sebbene la sostenibilità sia sempre più inclusa nei curricula accademici, molti studenti faticano a tradurre le conoscenze teoriche in cambiamenti comportamentali concreti. Questo divario, ampiamente descritto in letteratura come attitude–behaviour gap, evidenzia la necessità di approcci educativi innovativi e coinvolgenti. Per affrontare questa sfida, lo studio adotta una metodologia di ricerca design-based, che combina modellazione ambientale, principi di gamification e tecniche di apprendimento esperienziale. Al centro si colloca un modello Behavioural-LCA sviluppato in Excel, che quantifica gli impatti ambientali degli stili di vita degli studenti del Politecnico di Milano in sette domini: mobilità, dieta, energia domestica, vita digitale e accademica, moda, uso dell’acqua e gestione dei rifiuti. Il modello integra fattori di emissione verificati da database europei e italiani, dataset contestuali e studi accademici per stimare le impronte di carbonio annuali. I comportamenti riportati sono espressi sia come impatti assoluti (kg CO₂ e. per anno accademico) sia come punteggi normalizzati ECO-Scores, che costituiscono la base per i feedback gamificati. Lo strumento è stato concepito come un Minimum Viable Product (MVP) che collega il backend Behavioural-LCA a mock-up interattivi che simulano un’applicazione mobile. Il design integra valutazioni comportamentali, feedback personalizzati, meccanismi di gamification (punti, badge, sfide, classifiche) e contenuti educativi specifici per categoria, trasformando dati complessi in esperienze accessibili e motivanti. La fase di valutazione ha coinvolto 15 studenti di diverse discipline del Politecnico di Milano. È stato applicato un approccio mixed-method: questionari pre e post hanno misurato i cambiamenti di consapevolezza e percezione, mentre le discussioni di gruppo hanno fornito approfondimenti qualitativi. L’analisi statistica ha mostrato un aumento significativo della comprensione delle conseguenze ambientali dei comportamenti quotidiani (p < 0,05 in tutte le domande). I partecipanti hanno apprezzato la chiarezza dei punteggi personalizzati, degli ECO-Tips e dei feedback gamificati, rimanendo particolarmente colpiti dall’impatto di comportamenti meno visibili come l’uso digitale e il consumo d’acqua. I risultati dimostrano che la Behavioural-LCA gamificata può colmare efficacemente il divario tra concetti astratti di sostenibilità e pratiche quotidiane, promuovendo consapevolezza, riflessione e intenzioni di cambiamento. Le principali limitazioni riguardano l’affidamento a dati auto-riportati, l’assenza di un monitoraggio a lungo termine e i vincoli di usabilità dell’MVP. Futuri sviluppi dovrebbero mirare alla creazione di un’applicazione pienamente operativa, che consenta un coinvolgimento longitudinale, l’espansione delle categorie comportamentali e l’integrazione dello strumento nelle iniziative istituzionali di sostenibilità. In conclusione, lo studio dimostra la fattibilità e il potenziale educativo della combinazione tra gamification e modellazione ambientale comportamentale per trasformare la consapevolezza in azione.
Gamifying behavioural life cycle assessment: an educational tool to bridge the knowledge-action gap in student sustainability
MOLINA CALLEJA, ALVARO
2024/2025
Abstract
This thesis explores the design, development, and evaluation of a gamified digital tool based on Behavioural Life Cycle Assessment (B-LCA), created to reduce the knowledge–action gap in sustainability education among university students. While sustainability is increasingly included in higher education programs, many students struggle to translate theoretical knowledge into consistent behavioural change. This well-documented attitude–behaviour gap emphasizes the need for innovative and engaging educational approaches. To address this challenge, the study adopts a design-based research methodology combining environmental modelling, gamification, and experiential learning. At its basis, a Behavioural-LCA model developed in Excel quantifies the environmental impacts of student lifestyles at the Politecnico di Milano across seven domains: mobility, diet, domestic energy, digital and academic life, fashion, water use, and waste management. The model integrates verified emission factors from European and Italian databases, contextual datasets, and academic literature to estimate annual carbon footprints. Reported behaviours are expressed in absolute impacts (kg CO₂ e. per academic year) and normalized ECO-Scores, which serve as the basis for gamified feedback. The tool was conceptualized as a Minimum Viable Product (MVP) linking the Behavioural-LCA backend with interactive mock-ups simulating a mobile application. Its design integrates behavioural assessment, personalized feedback, gamified features (points, badges, streaks, challenges, leaderboards), and category-specific educational content, in order to translate complex data into accessible and motivating experiences. Evaluation involved 15 students from diverse disciplines at Politecnico di Milano. A mixed-method approach was applied: pre- and post-surveys measured changes in awareness and perceptions, while group discussions provided qualitative insights. Statistical analysis revealed significant increases in understanding of the environmental consequences of daily behaviours (p < 0.05 across all questions). Participants valued the clarity of personalized scores, ECO-Tips, and gamified feedback, and were particularly surprised by the impacts of less visible behaviours such as digital use and water consumption. The results show that gamified Behavioural-LCA can effectively bridge abstract sustainability concepts with everyday lifestyle habits by fostering awareness, reflection, and behavioural intention. Limitations include reliance on self-reported data, lack of long-term tracking, and MVP usability constraints. Future work should focus on developing a fully operational application, enabling longitudinal engagement, expanding behavioural categories, and integrating the tool into institutional sustainability initiatives. Overall, this study demonstrates the feasibility and educational potential of combining gamification with behavioural environmental modelling to transform awareness into action.| File | Dimensione | Formato | |
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https://hdl.handle.net/10589/242807