Sustainability Games Reviews

Co-CREATED with ARIZONA Middle schoolers

Cocreated Learning

Collaborated with students and educators to explore how games can support sustainability education.

Expertly Curated Games

Handpicked games from a exhaustive list of games for their impact, clarity, and playability.

Tested & Surveyed

Classroom pilots + student surveys measured what worked and what connected.

UN SDG- Aligned

Mapped to real-world sustainability goals — from biodiversity to climate action.

Can students learn about sustainability not through lectures and slideshows,
but by jumping between melting glaciers or running a sustainable village?

children sustainability poster

Games for Sustainability: A Middle School Pilot Study

How do young people engage with sustainability concepts when they’re presented through games rather than lectures and slideshows? This question drove a summer pilot project at RCE Greater Phoenix, exploring whether environmental video games could spark interest, support learning, and resonate with middle schoolers.

We set out to co-create knowledge with middle school students by gathering structured, first-hand reviews of educational sustainability games. Rather than relying on public reviews or expert opinions, we asked students directly: What did you like? What did you learn? What didn’t work? This kind of structured, youth-centered evaluation is still rare—especially when it comes to how games feel, play, and land with their intended audience.

The Games

The Fish Game

Developed by The Cloud Institute and Funatomic Educational Game Studio.

Catch as many fish as you can—without destroying the ecosystem.

In this turn-based strategy game, students take on the role of a fisherman balancing personal success with ecological responsibility. Over 10 rounds, they must decide how many fish to catch while maintaining the trust of other fishermen and keeping the population stable.

The Fish Game is a clever simulation of the tragedy of the commons, encouraging players to cooperate—or face collapse. It teaches system dynamics, ecology, and the challenges of collective resource management.

License Information

This toolkit is supplied under CCBY-NC-SA license.

  • Use in lessons about overfishing, ecology, or sustainability
  • Discuss what happens when players act selfishly vs. cooperatively
  • Introduce basic systems thinking diagrams to visualize feedback loops
  • Encourage students to experiment and reflect on different outcomes
  • 75% of students recommend this game for classroom use
  • High marks for relevance and learning—but enjoyment was split
  • Some students loved the strategy, others found it repetitive
  • Students reflected deeply on sustainability and fairness
  • “Don’t overfish or the whole thing fails.”
  • “I learned to think about others, not just myself.”
  • “Fish can go extinct if we’re greedy.”

The Fish Game is a powerful tool for teaching systems thinking and the consequences of short-term gain. Students quickly grasp how their actions affect the group—and the fish. While it lacks flashy graphics, the message sticks. Teachers can boost engagement with discussion prompts,

Wake: Tales from the Aqualab

Developed by Field Day Labs – University of Wisconsin-Madison

Explore the deep sea and protect marine ecosystems.
In this richly animated science adventure, students take on the role of Olivia, a young marine biologist navigating the ocean’s challenges in a high-tech submarine. Alongside her AI companion, V1CTOR, players explore coral reefs, Arctic waters, and kelp forests to study biodiversity, track environmental changes, and investigate threats like climate change and invasive species.

Through hands-on missions, students build systems-thinking skills, analyze marine populations, and use scientific modeling to support ocean conservation.

License Information

This toolkit is supplied under CCBY-NC-SA license.

  • Best paired with lessons on biodiversity, ecosystems, or marine science
  • Encourage students to follow V1CTOR’s hints to stay on track
  • Ask students to describe what they observe in each new habitat
  • Assign a post-game reflection on how data collection supports conservation
  • 93.8% of students recommend Wake for classroom use. This was the most well-liked game.
  • Most found it fun and engaging, though some found parts confusing without help
  • Students appreciated learning about marine ecosystems, food webs, and the impact of human actions on the environment
  • Several said the missions made them feel like “real scientists”
  • “How the balance in nature works.”
  • “That humans can hurt the ecosystem with one mistake.”
  • “How to protect the oceans.”

Wake succeeds in blending scientific thinking with immersive gameplay. Students connected with its story and visuals, but benefitted most when they had guidance and discussion prompts. The game is a strong choice for supporting NGSS-aligned instruction and for sparking inquiry about environmental change and marine biology.

lakeland

Developed by Field Day Labs – University of Wisconsin-Madison

Balance farming and water health in your growing town.
Lakeland introduces students to the complexities of land use and water pollution. Players manage a rural town by building farms and raising livestock—but must do so without polluting the nearby lake. As the town grows, the need for food, fertilizer, and money must be weighed against the risks of phosphorus runoff and algae blooms.

This simple simulation makes visible how everyday decisions impact ecological health, while teaching players how to sustain both people and the environment.

License Information

This toolkit is supplied under CCBY-NC-SA license.

  • Use during lessons on water pollution, agriculture, and ecosystems
  • Have students experiment with farm placement and observe lake effects
  • Let students restart with new strategies when the lake becomes polluted
  • Tie in phosphorus and nitrogen cycles for deeper science connections
  • 85.7% of students recommend Lakeland for classroom use
  • A majority found it fun, relevant, and applicable to real life
  • Students enjoyed managing the town and watching the lake respond
  • The game made sustainability feel practical and achievable
  • “I learned to be careful with pollution.”
  • “How to keep the lake clean while helping the people.”
  • “Too much fertilizer is bad for the water.”

Lakeland is an approachable entry point for systems thinking. Students quickly grasp how choices ripple through an ecosystem, and enjoy the cause-effect gameplay. While the interface is simple, its message about agricultural sustainability comes through clearly—especially with class discussion or a companion worksheet. It’s a great fit for cross-curricular lessons that tie science with civic decision-making.

Headlines and High Water

Developed by Field Day Labs – University of Wisconsin-Madison

Tell the story that helps a town survive.

In this choice-driven adventure, students play as El, a young journalist covering a flood in the town of Twin Lakes. As waters rise, players must interview residents, make tough decisions, and craft compelling, fact-based news stories. Each choice affects what El learns—and how well the community can prepare for disaster.

With narrative depth and meaningful stakes, Headlines and High Water teaches the power of information, journalism ethics, and the role of storytelling in crisis response.

License Information

This toolkit is supplied under CCBY-NC-SA license.

  • Use alongside units on journalism, natural disasters, or civic responsibility
  • Pause to discuss how media shapes public response to climate risks
  • Encourage students to compare articles and reflect on bias or clarity
  • Use game events to model claims, evidence, and reasoning in writing
  • 76.5% of students recommend this game for classroom use
  • Students found it highly relevant and applicable to real life
  • Reactions were mixed on enjoyment—some found the reading heavy
  • Students appreciated making choices and learning to be “a good reporter”
  • “You have to find good info, not just anything.”
  • “How to write better.”
  • “That you can save people with the right words.”

Headlines and High Water stands out for its language arts integration and real-world urgency. Students are exposed to the weight of their decisions and learn how information flow affects public safety. Some students disengaged during slower narrative sections, but others were deeply invested in the outcomes. With framing and follow-up discussion, this game opens powerful windows into civic literacy, science communication, and climate action.

Polar Panic

Developed by Johan Peitz

Survive a melting Arctic—if you can.
In this fast-paced arcade platformer, players guide a polar bear across breaking ice, dodging oil spills and collecting fish to stay alive. It’s a test of reflexes and timing—but beneath the simple mechanics lies a deeper message about climate change and pollution.

Polar Panic brings urgency and emotion to environmental education, with its high-stakes gameplay mirroring the real-world survival struggle of Arctic animals.

License Information

This toolkit is supplied under CCBY-NC-SA license.

  • Pair with units on global warming, polar ecosystems, or environmental health
  • Discuss how pollution and climate issues are visualized in games
  • Let students write a reflection on how it felt to “be the bear”
  • Challenge students to identify real-world analogs to game events
  • 73.3% of students said the game was fun and classroom-ready
  • Most enjoyed the fast gameplay, though many were unsure about its message
  • Mixed results on real-world relevance and voluntary replay
  • Students noted the unpredictability, speed, and arcade feel
  • “It’s hard for animals to live when things are melting.”

  • “Don’t throw oil in the water.”

  • “The environment affects everything—even food.”

Polar Panic is quick, engaging, and surprisingly thought-provoking. While not all students recognized its deeper message, many responded to the urgency and challenge. Its strength is in sparking empathy, especially when paired with discussion or media about polar environments. Best used as an entry point into environmental topics, not a standalone teaching tool.

Researcher's note

Shane Tsao-Abellera RCE Greater Phoenix

As a gamer and educator, my goal was to make classroom learning more engaging by incorporating video games with strong educational value. I compiled a large list of online titles and narrowed it down to five that were both educational, fun and connected to the UN’s Sustainable Development Goals.

Providing clear instructions, gameplay tips, and on-the-spot support helped students stay on track and improved their experience. Having a facilitator familiar with the games proved especially valuable.

While I personally gravitated toward narrative-driven games like Wake and Headlines and High Water, students tended to prefer fast-paced or familiar formats similar to Minecraft.

I hope you and your students enjoy exploring these games as much as I did. 

Shane Tsao-Abellera – Gaming Expert

Project Notes

How the Pilot Worked

Over several virtual sessions during a summer enrichment program, students were introduced to five sustainability-themed games – each focused on a different environmental topic – from overfishing to water pollution to climate change.

For each game: 

  • Students received a short briefing with gameplay tips and thematic context.
  • They played independently for 30–60 minutes. 
  • After playing, they completed a post-game survey. Surveys included yes/no questions and open-ended prompts. 


The survey questions were designed to assess:

  • Engagement and enjoyment
  • Perceived learning outcomes
  • Relevance to real-world sustainability issues
  • Game design preferences
  • Willingness to continue playing and recommend

We partnered with students to evaluate five browser-based games, carefully selected from a larger list curated by our resident gaming expert, Shane. Each game was chosen for its educational potential and its alignment with key themes from the United Nations Sustainable Development Goals (SDGs). We wanted to know: What did students enjoy? What did they take away? What was confusing or frustrating? And most importantly—could these games realistically support learning in a classroom setting?


 

Who Participatedgreen cartoon snake

Surveys were conducted at Somerton Middle School (Go Cobras!), where 96.5% of students identify as Hispanic and 87% are economically disadvantaged. Students in this pilot were 7th and 8th graders participating in a summer learning program. The student body is evenly split by gender, with a student–teacher ratio of 18:1.

Why Middle Schoolers? 

We focused on middle schoolers not only because they are digitally fluent, but because this age marks a critical window for shaping environmental values and critical thinking. It’s also a stage where meaningful engagement can shape how students connect with complex challenges—like climate change, biodiversity loss, and water scarcity—all of which have are especially relevant in Arizona’s fragile desert ecosystems.

What We Learned

Across the five games tested, students responded positively to the idea of using video games to explore environmental topics. They were eager to play and generally open to learning through digital formats.

Some consistent patterns emerged:

  • Visuals and interactivity mattered: Students preferred games with engaging graphics, clear feedback, and interactive elements that allowed for exploration and decision-making.
  • Guidance was critical: Games that lacked tutorials or were difficult to navigate led to frustration. Many students needed in-game hints or external support to stay engaged.
  • Real-world relevance boosted interest: Students appreciated when games tied clearly to real-life issues they could relate to—like flooding, fishing, or pollution.
  • Story-driven formats showed promise: Narrative elements in games like Headlines and High Water helped students feel emotionally connected to the material, even when the gameplay was slower or more text-heavy.


Importantly, students demonstrated an ability to articulate what each game was “really about” and often connected game mechanics to larger sustainability principles. Several even described how they might apply the lessons learned to real-life decisions or behaviors.

General Survey Questions

Why Is This Important

This pilot offers more than a list of recommended games—it highlights what sustainability-focused games look like through the eyes of middle school students. Their feedback provides a useful perspective that’s not often captured in traditional educational reviews.

For educators, these insights can help identify which games are likely to resonate with students and how to introduce them effectively. For developers, it offers a glimpse into how young players experience gameplay, messaging, and design.

As sustainability education evolves, involving students in the evaluation process and co-creating with them can lead to more engaging and effective learning tools.

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