Research demonstrates a carbon footprint system promotes low-carbon behavior in teenagers, highlighting gamification's role.
As global climate change intensifies, cultivating low-carbon behavior among teenagers has become an important topic in the education field. However, many teenagers lack an intuitive understanding of the carbon emissions generated by their daily behaviors, and the effectiveness of traditional advocacy methods is limited. This research developed a distributed campus carbon footprint system based on the Coze low-code platform. Addressing the challenge of students struggling to quantify the carbon emissions of daily behaviors, the system real-izes carbon footprint visualization and behavior guidance through modules such as behavior data collection, distributed point calculation, gamified carbon point incentives, and real-time suggestion pushing. Key technologies involved include user sharding storage strategy, dynamic carbon point algorithm, and transac-tional exchange engine. The core of the system lies in promoting the formation of students' low-carbon habits through instant feedback and positive incentives, providing a feasible technical solution for campus carbon neutrality.
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Qun Wei (2025) studied this question.
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