Play, Learn, Empower: A Design Model of Student Engagement in Environmental Education

Authors

  • Julia DeVoy Boston College
  • Qingwan Cheng Boston College Aftermath Learning Lab
  • Natalie Pedley Boston College
  • Carter Frato-Sweeney Boston College
  • Sophia Ferrone Boston College
  • Mary O'Brien Boston College
  • Mia Cresti Boston College

DOI:

https://doi.org/10.34190/icer.2.1.4118

Keywords:

Design Thinking, Environmental Education, Gamification, Play-Based Learning, Participatory Design, Textile Waste, Pro-Environmental Behavior

Abstract

Amid the largely underrecognized and escalating textile waste crisis, this study explores student engagement in active, experiential learning for sustainability and personal responsibility. We developed Aftermath, an educational board game co-designed with students to raise awareness via accessible, design- and play-based learning. In Phase One, eight students contributed to 14 participatory design workshops guided by the Stanford Design Thinking framework (Empathy, Define, Ideate, Prototype, Test). Iterative cycles began with empathy, focusing on everyday players navigating sustainability challenges and communities experiencing environmental injustice. In the define phase, we identified the core problem, its consequences, and the target audience. During ideation, participants reviewed existing board games and generated novel concepts for theme, mechanics, and content. Prototypes were refined through sketching, digital tools, and multiple rounds of testing to enhance clarity, inclusivity, and engagement. The process culminated in a renewed focus on empathy and defining, establishing the game's name, Aftermath, and articulating its educational, pro-environmental aims. Each workshop concluded with qualitative group reflections, in which participants shared insights gained, changes in perspective, and recommendations for the ongoing development of the game’s design and pedagogical value. As the game design evolved from competitive to cooperative, so did the participants: shifting from passive learners to active co-creators throughout cycles of play, learning, and empowerment. Data from group discussions and reflective narratives demonstrated that collaborative design fostered critical reflection on individual roles within larger systems, increasing awareness and encouraging more mindful consumption practices in daily life. Phase Two later expanded participation, engaging 13 high school students in an exploration of textile waste, gameplay, and the design process. Working in teams, students created their original board games addressing the issue of textile waste, reinforcing knowledge through creative, hands-on learning. The educational game design process became a catalyst for behavioural change and environmental responsibility. This work indicates that design thinking in education not only solves problems but also fosters imagination, agency, and collective action. Through play, participants gained not only sustainability knowledge, but the ability to rethink and reshape their communities for a more sustainable future.

Author Biographies

Julia DeVoy, Boston College

Julia DeVoy, MBA Oxford, MTS Harvard, PhD Boston College, is Undergraduate Dean of BC-LSEHD. She co-designed Design for Impact, producing winning teams in international competitions. DeVoy’s transdisciplinary work involves design-thinking, strategy and ethics. DeVoy earned prestigious awards for business innovation and  excellence, and serves on Harvard Business Review's Advisory Council

Qingwan Cheng, Boston College Aftermath Learning Lab

Qingwan (Cecelia) Cheng is the Program Manager of the Aftermath Learning Lab at Boston College. She earned her B.A. in Applied Psychology and Computer Science from Boston College in 2023 and received the General Excellence Award. Her research interests include design thinking, technology education, play-based learning, and sustainability.

Natalie Pedley, Boston College

Natalie Pedley Diaz-Velarde studies Applied Psychology, English, and Journalism at Boston College. At BC she serves as a Teaching Assistant, supporting first-year students’ development. Her research interests focus on environmental justice, textile waste, and the intersection of media, education, and public health to promote sustainable, equity-driven solutions.

Carter Frato-Sweeney, Boston College

Carter Frato-Sweeney is an undergraduate student at Boston College, currently studying Applied Psychology. At BC, Carter seeks to research the intersection of positive psychology and the climate crisis. Furthermore, Carter’s team won first prize in the 2024 Eagles Sustainability Competition, developing Eagle Eats, an app that rewards sustainable dining behaviors.

Sophia Ferrone, Boston College

Sophia Ferrone is an undergraduate student at Boston College, currently studying Math/Computer Science and Transformative Education. At BC, Sophia is passionate about healthcare and environmental education research. While exploring her passions, Sophia won first prize in Boston College’s 2024 Make-a-thon for her accessible playground design for math educational toys.

Mary O'Brien, Boston College

Mary O’Brien is a junior at Boston College studying English and Applied Psychology. Born in Chicago, raised in New York City, and living in Wellesley, MA since middle school, she enjoys researching child development, specifically how play fosters individual growth and drives positive change within communities.

Mia Cresti, Boston College

Mia Cresti is a senior at Boston College, majoring in Environmental Studies and Transformative Educational Studies. Mia is passionate about interdisciplinary education and plans to teach high school. This is her second year as an Aftermath research assistant and first as the Project Manager of Aftermath Thrift!

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Published

2025-10-31