Please find the slides for my presentation (on the 29th January 2024) below.
Month: January 2024
ARP Table of Contents
This page is a menu of my ARP blog posts, in case it is difficult to navigate these otherwise.
- ARP overview: research questions, action research cycle, action plan/schedule
- ARP Context and rationale
- Ethical enquiry form
- Research methods: selection and reflections
- Data analysis – questionnaire
- Document analysis: Web Sustainability Guidelines (WSG)
- Gamifying learning – inspiration from the Carbon Literacy Training
- Game design, development, and prototype
- Reflections on my ARP
- References list
- Presentation upload
Introduction
One of my ARP’s research questions is “How can knowledge and confidence of this topic be increased to create best practice?”. Over the course of my research – including my document analysis of the web sustainability guidelines, understaning learning technologists’ confidence levels with the topic, attending UAL’s carbon literacy training programme – I have come to learn that institutionally we are at the beginning of understanding and implementin an appraogch to this topic and therefore my intervention needs to effectively convey the foundational aspects of digital sustainability for e-learning in a accessible and entry level way. I have therefore become interested in how a gamified approach is appropriate for this.
There are a number of things that led to my interest in creating a game around sustainable design practice for e-learning. One was that my analysis of the questionnaire of learning technologists was that there was an awareness of general sustainability best practice for being online (ie cloud storage, device management etc) but less about creating the content students learn from sustainability. Most respondents felt unconfident about sharing best practice with others across the university. This led to me to analsye the web sustainability guidelines for simple and actionable tips that could be shared and adopted across the university.
However, in addition to deriving these top ten tips, my document anaylsis of the WSGs also revealed how dense the literature on this topic can be and this presents a difficulty for comprehension and engagement. As a technical document, it provides key information on the topic of digital sustainability, but is not suitable as a standalone learning opportunity, at least for gaining foundational knowledge of the topic and simple actionable steps towards sustainable practice.
Doing UAL’s Carbon Literacy Training
I therefore knew an additional step was required in order to answer the question of how we might develop sustainable digital practice at UAL and I took the opportunity to take UAL’s Carbon Literacy Training course to see if it could help me (and as I myself am by no means an expert on sustainability!)
As well as going through the fundamentals of what is causing the climate crisis as well the UAL context, doing this training allowed me to view the topic from the perspective of a learner. I was therefore able to learn about the topic but also be reflective about my learning experience.
One of the highlights of this programme was the Carboned Out! game presented by two UAL alumni who had developed the game during their studies. Players competed against each other to make the least carbon intensive choices, only learning the true carbon cost of things such as washing the dishes, eating pizza and even getting a mortgage after they made their choice. If players made too many carbon intensive choices they would become “carboned out” and lose the game.
The gamification of this content helped me to retain these facts about carbon cost as it was enjoyable and more engaging than simply reading the same information. I was inspired by this approach, particularly as a way of teaching around a heavy topic.

Gamification theory
To build on what I observed during the Carbon Literacy Training, I closely read “Gamification of adult learning: Gamifying employee training and development” (2019) by Landers et al. I chose this particular reading because as well as being well cited and reatively recent, it is aptly focused on the correct audience for the game I wish to create, ie adults in a professional context rather than children, young people, etc. Additionally to counter the under-researched hype around gamification, the motives of the paper are to “define gamification and provide a comprehensive introduction to it […] explore which theories describe its known and potential effects […] provide extensive practical literature-driven recommendations for those seeking to gamify training themselves.” (2019)
One of my key takeaways from the paper was that learning in a gamified way can be extremely effective in increasing learners’ ability to meet learning outcomes. Additionally the efficiency of gamified elements including assessment, game fiction, immersion, points, badges, leaderboards, progress bars, quests, meaningful stories, and avatars are proven in relation to pyschological theories including self determination theory, test-enhanced learning, expectancy theory, goal-setting theory, and self-determination theory. In addition to how well gamification elements may bear out in relation to these theories, in a professional context the article points out that “it is important to consider a variety of situational moderators of training effectiveness, including climate/culture, supervisor support, and employee buy-in”. Luckily in UAL, climate consciousness is a key cornerstone of our social juctice mission as an institution. Equally my own ARP questionnaire of UAL learning technologists showed that 92% were interested in training and guidance for best practice in reducing emissions through online course build and design.
However, what the article also stresses is that gamification is an instructional design tool rather than a wholesale solution to creating effective learning solutions. If the content is not of quality or in alignment with the intended learning outcomes gamification is not going to make a difference to that. Additionally the article states that “Critically, gamification of training should not be attempted unless there is a specific, identifiable problem with a training as it currently exists.” I have rationalised my reasons for wanting to use gamification in the introduction above. However, I am starting out with this training rather than seeking to improve something pre-existing. Therefore for me, the article’s subsequent point about gradually including gamified approach is important “Gamification of training is a process in which training content and methods are modified using game elements. This process is incremental in nature, whereby the instructional designer modifies pieces of the training bit by bit to improve learning outcomes.” Therefore being thoughtful in my approach, focusing on the content itself rather than all the gamified bells and whistles is a sensible approach for the initial iteration.
My takeaway is that I will operate within the constraints of whatever game authoring system I will use.Equally while badges/certificates could be possible and are proven to help with learners’ motivation, I think the game is still too early in its development to be connected to a badge although it is an option to consider at a later point. I am interested in using opportunities for learners to individualise their learning, so that tasks and activities correspond with their own context. Additionally, similar to a progress bar or collection of points, I think the a decreasing carbon count as players progress through the game could be effective.
Application to my game prototype
In the blog post Game design, development, and prototype I write about how I developed the game drawing on the inspiration from the students’ Carboned Out game and through my reading of the Landers at al.
References
Barker, G. (2023) UAL Carbon Calculation: Educational Working Group. Available at: https://canvas.arts.ac.uk/News/240267/ual-carbon-calculation-educational-working-group. (Accessed 12 January 2024)
Landers, R.N., Auer, E.M., Helms, A.B., Marin, S. and Armstrong, M.B., (2019) Gamification of adult learning: Gamifying employee training and development. The Cambridge handbook of technology and employee behavior, pp.271-295.
Reference list
Barker, G. (2023) UAL Carbon Calculation: Educational Working Group. Available at: https://canvas.arts.ac.uk/News/240267/ual-carbon-calculation-educational-working-group. (Accessed 12 January 2024)
Berners-Lee, M (2020). How bad are bananas? : the carbon footprint of everything. London: Profile Books.
Bowen, G.A. (2009) ‘Document analysis as a qualitative research method’, Qualitative Research Journal, 9(2), pp. 27–40. doi:10.3316/qrj0902027.
Braun, V. and Clarke, V. (no date) Doing reflexive Thematic Analysis. Available at: https://www.thematicanalysis.net/doing-reflexive-ta/ (Accessed: 23 November 2023).
British Educational Research Association (2018) Ethical Guidelines for Educational Research. 4th ed. Available at: https://www.bera.ac.uk/publication/ethical-guidelines-for-educational-research-2018 (Accessed 25 October 2023)
Dawson, A. and Frick, T. (eds.) (2023) Web Sustainability Guidelines (WSG) 1.0, Web sustainability guidelines (WSG) 1.0. Available at: https://w3c.github.io/sustyweb/ (Accessed: 09 October 2023).
Daeninck, C., Kioupi, V. and Vercammen, A. (2023) ‘Climate anxiety, coping strategies and planning for the future in environmental degree students in the UK’, Frontiers in Psychology, 14. doi:10.3389/fpsyg.2023.1126031.
Ecograder.com (2023) Impact report for https://www.arts.ac.uk/. [Webpage] Available at: https://ecograder.com/report/rnbx0SlRapy8Ax39sXAtbVRR (Accessed: 06 October 2023).
Ecograder.com (2023) Impact report for https://moodle.arts.ac.uk/login/index.php. [Webpage] Available at: https://ecograder.com/report/orCS0jpIHGiJjy8Ddp51yvnw (Accessed: 06 October 2023).
Ellis, C.S. and Bochner, A.P. (2006) ‘Analyzing analytic autoethnography’, Journal of Contemporary Ethnography, 35(4), pp. 429–449. doi:10.1177/0891241606286979.
Gibbs G (1988). Learning by Doing: A guide to teaching and learning methods. Oxford Polytechnic: Oxford.
GreenNet (2023) Understanding file sizes. Available at: https://www.greennet.org.uk/support/understanding-file-sizes (Accessed 22 January 2024).
Greenwood, T. (2023) 20 ways to make your website more energy efficient, Wholegrain Digital. Available at: https://www.wholegraindigital.com/blog/website-energy-efficiency/ (Accessed: 09 October 2023).
Griffiths, S. (2022) Why your internet habits are not as clean as you think, BBC Future. Available at: https://www.bbc.com/future/article/20200305-why-your-internet-habits-are-not-as-clean-as-you-think#:~:text=The%20carbon%20footprint%20of%20our,a%20researcher%20at%20Lancaster%20University. (Accessed: 06 October 2023).
Heselden, M. (2022) Digital content design strategy for arts.ac.uk 2022-2025. Available at: https://canvas.arts.ac.uk/documents/sppreview/0eb0ce28-2598-47c4-b672-787b3f906f97 (Accessed: 19 October 2023).
Jackson, T. and Hodgkinson, I.R. (2022) What is ‘dark data’ and how is it adding to all of our carbon footprints?, World Economic Forum. Available at: https://www.weforum.org/agenda/2022/10/dark-data-is-killing-the-planet-we-need-digital-decarbonisation/?utm_campaign=social_video_2022 (Accessed: 25 January 2024).
Jisc (2022) Student digital experience insights survey 2021/22 UK higher education (HE) survey findings. Available at: https://repository.jisc.ac.uk/8850/1/2022-07%20%28iDFltdP024.11%29%20DEI%20HE%20%26%20FE%20Reports%202022%20%28HE%29%20v1-05.pdf (Accessed 25 January 2024).
Joyce, E. (2023) All staff briefings Q&A session | Monday 16 October Available at: https://canvas.arts.ac.uk/documents/sppreview/e2818b82-6dc5-448e-8c73-1669759abea9 (Accessed 25 January 2024).
Landers, R.N., Auer, E.M., Helms, A.B., Marin, S. and Armstrong, M.B., (2019) Gamification of adult learning: Gamifying employee training and development. The Cambridge handbook of technology and employee behavior, pp.271-295.
Mansoux, A. et al. (2023) ‘Permacomputing Aesthetics: Potential and Limits of Constraints in Computational Art, Design and Culture’, in Ninth Computing within Limits 2023. LIMITS. doi:10.21428/bf6fb269.6690fc2e
McNiff, J. (2020) ‘Action Research for Professional Development’ [electronic resource]. https://www.jeanmcniff.com/ar-booklet.asp (Accessed 20 November 2023)
Odrozek, K. (2018) The internet uses more electricity than…, Internet Health Report. Available at: https://internethealthreport.org/2018/the-internet-uses-more-electricity-than/ (Accessed: 06 October 2023).
Permacomputing.org (2023) Permacomputing. Available at: https://permacomputing.net/ (Accessed 06 October 2023).
Paisey, C. and Paisey, N.J. (2005) ‘Improving accounting education through the use of action research’, Journal of Accounting Education, 23(1), pp. 1–19. doi:10.1016/j.jaccedu.2004.10.001.
Pew Research Center (2021) Writing survey questions. Available at: https://www.pewresearch.org/our-methods/u-s-surveys/writing-survey-questions/ (Accessed: 05 December 2023).
Qualtrics (2023) Survey Methodology & Compliance Best Practices: Predicted Duration, Qualtrics XM: The Leading Experience Management Software. Available at: https://www.qualtrics.com/support/survey-platform/survey-module/survey-checker/survey-methodology-compliance-best-practices/?utm_medium=ExpertReview&utm_source=product&utm_campaign=PredictedDuration&utm_content=#PredictedDuration (Accessed: 20 November 2023).
Siegman, T. (2023) Introducing web sustainability guidelines, W3C. Available at: https://www.w3.org/blog/2023/introducing-web-sustainability-guidelines/ (Accessed 09 October 2023).
Smith, A. (2023) Climate Change and Student Mental Health Report. Available at: https://www.studentminds.org.uk/uploads/3/7/8/4/3784584/climate_change_and_student_mental_health.pdf (Accessed 25 January 2024)
University of Edinburgh (2020) Gibbs’ Reflective Cycle. Available at: https://www.ed.ac.uk/reflection/reflectors-toolkit/reflecting-on-experience/gibbs-reflective-cycle (Accessed 25 January 2024).
University of Sheffield. (2018) Emotionally demanding research: risks to the researcher. [Specialist Research Ethics Guidance Paper]. Available via: https://moodle.arts.ac.uk/pluginfile.php/1587855/mod_folder/content/0/SREGP-Emotionally-Demanding-Research%20-%20University%20of%20Sheffield%202018.pdf?forcedownload=1 (Accessed 25 October 2023)
University of the Arts London (2023) Electricity Consumption. [Report] Available at: https://www.arts.ac.uk/__data/assets/pdf_file/0025/374128/Climate-Action-Plan_Nov2022.pdf (Accessed 09 October 2023)
University of the Arts London (2022) Climate Action Plan. [Report] Available at: https://www.arts.ac.uk/__data/assets/pdf_file/0025/374128/Climate-Action-Plan_Nov2022.pdf (Accessed 25 October 2023)
University of the Arts London (2022) Guiding policy 2. Available at: https://www.arts.ac.uk/about-ual/strategy-and-governance/strategy/guiding-policy-2 (Accessed: 20 November 2023).
Website Carbon Calculator. (2023) Carbon results for arts.ac.uk. Available at: https://www.websitecarbon.com/website/arts-ac-uk/ (Accessed: 06 October 2023).
Website Carbon Calculator. (2023) Carbon results for moodle.arts.ac.uk/login/index.php. Available at: https://www.websitecarbon.com/website/moodle-arts-ac-uk-login-index-php/ (Accessed: 06 October 2023).
World Wide Web Consortium (2023) About Us, W3C. Available at: https://www.w3.org/about/ (Accessed: 18 December 2023).
World Wide Web Consortium (2023) Web sustainability guidelines (WSG) 1.0. Available at: https://w3c.github.io/sustyweb/ (Accessed: 04 January 2024).
Reflections on my ARP
In this post I will reflect on my ARP – what went well, what didn’t, to what extent was I able to answer the research questions, what part of the AR cycle did I complete and what’s next? This post is intended to bookend my ARP alongside the ARP overview post, where I laid out the research questions and action research cycle.
I am going to use Gibbs reflective cycle (1988) and The University of Edinburgh’s reflective toolkit (2020) in order to think through these questions.
Description
In this ARP, I wanted to answer the following questions:
- How aware are UAL digital learning staff members about digital sustainability?
- How can knowledge and confidence of this topic be increased to create best practice?
I wanted to do this because digital sustainability appears to be an under explored area of UAL’s Climate Action Plan as well as the progress update report (2023) that was released towards the end of my project. It felt like there was a disconnect between this and the university’s strategy to reach more students outside of London through online means. I couldn’t point fingers because I myself, working in an online learning role, knew little about the topic of digital sustainability. So this project was about trying to take action in my own context, hoping that that leads to something larger.
To answer these research questions I had a mixed methods approach. First I needed to survey UAL digital learning staff, which I did through an anonymous online questionnaire. I need to also understand what knowledge and guidance were out there, so I completed document analysis of the Web Sustainability Guidelines (WSG). Lastly, to understand how training and knowledge of this topic could be cultivated, I attended UAL’s Carbon Literacy Training programme. The outcome of each method ultimately was that I had a better understanding of where UAL learning technologists are in relation to digital sustainability – much to learn but eager to do it. I found ten low-effort and actionable guidelines from the WSG. And I observed the efficacy of gamified learning approaches to this heavy and complex topic. Ultimately all of these things have contributed to a prototype low-tech game I have made and will test out with my CSM colleagues.
Feelings
Uncertainty and the feeling of being over my head were common feelings. Those are symptomatic of any research project, but specifically for me they arose because of my own lack of knowledge of digital sustainability. There were points, particularly when making the game that I felt I was positioning myself as someone experienced and knowledgable of this topic. I was drawing on the WSG to author the game, rather than pulling things from my head, so perhaps there’s a bit of imposter syndrome going on there.
There were also hash truths and uncomfortable learnings about the role of the internet – and my extension my professional practice – in the climate crisis. This made me feel guilty for my ignorance. But I did feel empowered by the ARP as it gave me an opportunity to enhance my understanding and importantly to do something with that.
How do I feel now – whatever feeling is the opposite of accomplished! Not because I didn’t make headway against my research questions – I feel that I have. But because this really is the tip of the iceberg with regard to this topic and the wider UAL conversation around it. But I guess that is the nature of an ARP – carving out small areas bit by bit to make change.
Evaluation
What worked and didn’t work about the ARP? I had about a 36% response rate to my questionnaire, which while it gave me a range of perspectives, may not have been the largest sample size. Another reality of doing this ARP as part of the PgCert is that it was quite an individual activity… it was crucial for me to include the perspectives of other UAL digital learning staff via the questionnaire, but I think for the next stage of where this goes it needs to really happen in the context of an action group. This is because achieving digital sustainability requires institutional change. I’m pleased to have started something and have the fire to take it forward beyond the ARP but I can’t do justice to it on my own!
Equally the game feels very much like a prototype. I don’t think I’ve quite pulled that off yet as a super engaging and fun game, so that’s an area that needs improvement, hopefully with the input of my digital learning colleagues at CSM.
Analysis
As well as what I’ve learnt from answering my research questions, an overarching takeaway from this project is that digital sustainability is a burgeoning area of knowledge and practice, not just at UAL but in general. I think this is partly because the internet feels less tangible and ethereal climate change culprit than, say, taking a flight. I also think it’s largely about awareness raising though; we only know about the huge environmental cost of industries because activists and campaign groups shine a light on this. I don’t think this has happened yet for the internet – if anything we are driven to using it more and more, to the benefit of large social media and tech companies.
So I certainly started this ARP from the beginning and in a place of ignorance. But I learnt that I certainly wasn’t alone in that. And I learnt about the complexity of the topic – what do we mean by digital sustainability, is it hardware procurement and disposal, is it how we use the internet, or is it (how I define it for elearning ) about how we design content for the web? It’s also hard to get a sense of how applying best practice to elearning tangibly makes a difference, largely because we don’t have carbon costs for this specific area yet – although Mike Berners Lee (2020) has mapped many other things!
So these complexities contributed to the direction of the project. I initially started out thinking I could apply some changes to Moodle based on my reading of the WSG and see some tangible results to the carbon count of that site. Things sadly were not as simple as that, but that complexity woke me up to the potentials of other actions, ie the ideas of engaging our digital learning team in the topic, which I think is a more meaningful approach overall.
Conclusions
Apart from the specific learnings – ie digital learning’s staff knowledge of the topic, guidelines we can follow, pedagogical methods of delivering training – one of my conclusions is that the social justice angle of the project has left an impression on me. I hope to maintain this after the project and have applied to join UAL’s Carbon Calculation working group in order to do so. Again, I learnt that this is a huge and burgeoning topic, but there is a willingness to develop it at UAL and there beginning to be tools emerging out there for us to do that.
Action plan
- Share the game prototype with my CSM Digital Learning colleagues in order to improve and develop it for wider distribution.
- Participate in the UAL Carbon Calculation group to get digital learning activities (and more broadly UAL’s internet usage) on the table for discussion on and institutional level.
If I were to do things differently, I’d have maybe bounced my reading of the WSG against some others in UAL, ie digital learning staff. Because I realise in analysing the guidelines I have made assumptions about what are feasible for us at UAL, so it would be great to have others’ input into that. Also – are the ten guidelines too much? If we’re at the beginning of trying to create more sustainable elearning content, maybe I should have really focused on the absolute basics with 5 points or even 3. I do intend to explore that though while testing the prototype with digital learning colleagues and by choosing a low stakes format of game – powerpoint – it is not a huge effort to revise and change things.
Overall I feel things went to plan for this ARP and also not to plan – I registered for the Carbon Literacy Training thinking it might help me learn about the topic but realising swiftly it was also a chance to observe the teaching of this topic. And the planned and unplanned aspects of the project have helped me to answer my research questions. Ultimately I feel able to carry out the full action research cycle beyond the scope of this Pgcert and to continue to reiterate it in the future.
References
Berners-Lee, M (2020). How bad are bananas? : the carbon footprint of everything. London: Profile Books.
Gibbs G (1988). Learning by Doing: A guide to teaching and learning methods. Oxford Polytechnic: Oxford.
University of Edinburgh (2020) Gibbs’ Reflective Cycle. Available at: https://www.ed.ac.uk/reflection/reflectors-toolkit/reflecting-on-experience/gibbs-reflective-cycle (Accessed 25 January 2024).
I have chosen a mixed methods approach: document analysis, questionnaire (quantitative + qualitative), and individual learning/training. I did consider whether autoethnographic would be a suitable approach, as I am beginning this project on digital sustainability from a position of little knowledge and intend to develop my understanding of this over the course of the project. However, through reading of Ellis and Bochner (2006) I realised that development and growth of knowledge through an ARP is common (indeed to be expected!) and this is not the same thing as using an autoethnographic method which specifically explores the intersection between oneself and society, focusing on the relation with regard to a social, historical, political, cultural context.
Document analysis
Glenn Bowen’s article “Document analysis as a qualitative research method” provides an overview of this research method. He highlights the advantages of this method: it is efficient, generally without cost, applicable to a wide range of documents (including online sources, newspapers, personal diaries, public records).
I have chosen to use document analysis for my Action Research Project, in order to respond to my research question “How can knowledge and confidence of this topic be increased to create best practice?”. In addition to the review of existing literature and reports around sustainability more generally as well as online sustainable practice, I think it’s important to do an an in-depth analysis of the newly released Web Sustainability Guidelines. These guidelines are the new standard for digital sustainability, and are based on measurable evidence based research.
This is a large document with over ninety suggested actions for digital sustainability. Each action has been designated an impact and effort value. Because I am at the beginning of my digital sustainability journey, my first point of analysis will be to pull all of the low effort actions from the guidelines. I feel this will allow me to discover some quick wins or easy actions that could feature into my artefact.
Bowen mentions there are limitations to document analysis, including “biased selectivity” (p. 32) and “insufficient detail” (p. 31-32). The latter is the most apparent limitation of this research, as I have found that UAL documentation does not specifically speak about the role of digital sustainability in online learning practice, and conversely the external guidelines are just that, guidelines, and not specific to our UAL context. Therefore, as Bowen suggests, it’s a good idea to triangulate this research method with others, and I will do this for my ARP as well through a questionnaire.
Please see my document analysis blog post for further information about how I employed this research method for my ARP.
Questionnaire – qualitative and quantitative research
As one of my research questions is “How aware are UAL digital learning staff members about digital sustainability?”, I need to get UAL specific data to answer this question. I have decided to gather this via an online questionnaire. This felt like the most appropriate research method as colleagues work across a number of campuses across London and in a hybrid manner, so allowing a flexible online method for participation was key. Equally, Qualtrics (the software I have chosen) predicts that my questionnaire falls within the optimum duration for completion, indicating that this questionnaire will be less burdensome for participants to complete. Qualtrics (2023) has interestingly discovered that “surveys longer than 12 minutes (and 9 minutes on mobile) start to see substantial levels of respondent break-off.”
While I have used questionnaires as a research method in the past, it was important to engage with the ARP unit’s reading on this topic as well. I therefore read the Pew Research Center’s article on Writing Survey Questions. This article provided some great guidance about questionnaire design for optimum data gathering. The article provides guidance:
- question wording: asking one question at a time rather than overloading, using neutral rather than loaded/biased wording
- open/closed questions: where do I want free text answers, where do I just want stats?
- logical ordering of questions and options for multiple choices
- managing social desirability bias, which is the tendency of survey respondents to provide answers that make themselves look good rather than responding truthfully. I hope that by making this survey anonymous I can counteract that from happening.
- asking about sensitive topics – in my context sustainability could definitely be considered sensitive as climate change can be a triggering topic and also I am asking colleagues to comment on their professional knowledge of the topic. Again by making the questionnaire anonymous I hope to counteract this as well as letting participants know that they can withdraw at any time.
Based on my reading of this article, I wrote the following questions:
- How familiar are you with the concept of digital sustainability?
- Please share any details via the free text box.
- Are you aware of any guidelines or tools for reducing online carbon emissions?
- Please share any guidelines or tools you are aware of.
- How would you rate your confidence in sharing sustainable best practice for online learning with fellow staff, ie academics, technicians, professional staff?
- Please share any details via the free text box.
- Would you be interested in training or guidance for best practice in reducing emissions in online course build and design?
- Would you be interested in being further involved in further projects around sustainable practice for online learning at UAL?
- If you have comments or suggestions about this research or its topic please add them here.
The questionnaire was the area of my research that presented the most ethical considerations, which I explore further in this post. You can also read more about the questionnaire data analysis in this post.
Individual learning/training
By using the questionnaire and document analysis I believe I can answer both of my research questions:
- How aware are UAL digital learning staff members about digital sustainability?
- How can knowledge and confidence of this topic be increased to create best practice?
Carrying out the questionnaire corresponds to the first question and carrying out the document analysis enables me to understand what best practice looks like in this area in order for digital learning professionals to be able to adopt it.
However, for the second question, I also felt like the document analysis is not enough to understand how the knowledge and confidence in the topic can be developed in other staff members. So for this reason I decided it was important to the project for to undertake training via UAL’s carbon literacy training programme to
- become more literate in this area and understand it in the UAL context;
- observe how these sessions work pedagogically.
I was particularly in the pedagogical methods as this is a topic that can both overwhelm in terms of information and in terms of anxiety. Attending the training therefore felt integral to my ARP and I have thus included here as sort of research method to inform the pedagogical approach of my own intervention. I speak more about the Carboned Out game and the exploration of gamification that it prompted in this blog post.
References
Bowen, G.A. (2009) ‘Document analysis as a qualitative research method’, Qualitative Research Journal, 9(2), pp. 27–40. doi:10.3316/qrj0902027.
Ellis, C.S. and Bochner, A.P. (2006) ‘Analyzing analytic autoethnography’, Journal of Contemporary Ethnography, 35(4), pp. 429–449. doi:10.1177/0891241606286979.
Pew Research Center (2021) Writing survey questions. Available at: https://www.pewresearch.org/our-methods/u-s-surveys/writing-survey-questions/ (Accessed: 05 December 2023).
Qualtrics (2023) Survey Methodology & Compliance Best Practices: Predicted Duration, Qualtrics XM: The Leading Experience Management Software. Available at: https://www.qualtrics.com/support/survey-platform/survey-module/survey-checker/survey-methodology-compliance-best-practices/?utm_medium=ExpertReview&utm_source=product&utm_campaign=PredictedDuration&utm_content=#PredictedDuration (Accessed: 20 November 2023).
Authoring the game: using a gamified powerpoint presentation
With my reading of the Landers et al, and my knowledge of the Web Sustainability Guidelines, and my knowledge of my audience (UAL learning technologists and others engaged in online learning) I had to think about how to deploy the game. Ultimately, I have decided to develop the game within Powerpoint for the following reasons:
- It’s a low tech, non internet dependent way of developing and playing a digital game. So while it might be nice to create something high tech, that wouldn’t be true to the overarching mission of the game and this project which is to seek out sustainable options for online learning.
- It can played in a group dynamic with a facilitator, or it can be played by an individual in present mode. Having flexibility about synchronous/asynchronous modes at this early stage felt important.
- Easy to edit, easy to scale. Again at this early stage being able to quickly develop a game that can be iterated is important and in line with sustainable approaches to content development.
- Easy to make available to others. Powerpoint is widely available and used programme to that makes it easier for people to access the game and play. Powerpoint slides can be made available as downloads from pretty much anywhere, ie intranet, blogs, Moodle etc.
Storyboarding content and activities

In this Miro board, I’ve included my draft for the game storyboard. It focuses on the ten areas of sustainable guidance, ideas for questions connected to these points, and some ideas sparked from reading Landers et al (2019) including the progress bar and milestones. Using all these elements I created the first draft of the game – I say first draft as I do feel it needs some user feedback to improve.
Game aesthetic design
The last part of creating the game was its visual design in Powerpoint. I knew that I wanted to keep the file as low in size as I could and the design would be part of that. I used ual branded colours and fonts used icons/shapes over his res photos where possible (I also compressed all graphics in the file as well). I decided that this minimised aesthetic, could also embrace the humour and familiarity of more pastiched elements of Powerpoint including simple slide design, word art and animations – these can be design (and sustainable) strengths rather than a weaknesses. This ties in with the concept of permacomputing (mentioned elsewhere in this blog post). As Mansoux et al (2019) state:
As a result, permacomputing aims to provide a countervoice to digital practices that promote maximisation, hyper-consumption and waste. It seeks to encourage practices as an applied critique of contemporary computer technology that privileges maximalist aesthetics where more pixels, more frame rate, more computation and more power equals more potential at any cost and without any consequences. We believe that such a critical practice can be relevant to artists, designers and cultural practitioners working with computer and network technology who are interested in engaging with environmental issues.

What next for this intervention?
I feel that the next steps for this game is to test it with my fellow digital learning colleagues to understand its effectiveness, areas for improvement and to gather any thoughts they have on it. Testing iteratively in this way ties in with the sustainable concept principle of ideation.
You can download the first draft of the game below. Coming in at 4MB the carbon impact of downloading or sharing it is significantly reduced compared to a higher tech format with audio, photos and video content. (In fact it’s somewhere between the same size as a blurry low quality picture taken on a smartphone and streaming one minute low res video! (GreenNet 2023)
References
GreenNet (2023) Understanding file sizes. Available at: https://www.greennet.org.uk/support/understanding-file-sizes (Accessed 22 January 2024).
Mansoux, A. et al. (2023) ‘Permacomputing Aesthetics: Potential and Limits of Constraints in Computational Art, Design and Culture’, in Ninth Computing within Limits 2023. LIMITS. doi:10.21428/bf6fb269.6690fc2e