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Tiny Giant: Krill

Understanding a tiny krill is the first step toward protecting a big planet.

Krill Quest is a web-based environmental education activity that helps students learn the role of Antarctic krill in the ecosystem. Through a quiz and scenario-based decisions, students explore krill, climate change, plastic pollution and food-chain links. Pre-test and post-test results showed a significant increase in learning.

Overview

Information on this page is provided by the innovator and has not been evaluated by HundrED.

Updated May 2026
Web presence

2025

Established

1

Countries
Students basic
Target group
Through our innovation, we hope to see a shift in education toward a more participatory learning culture, where environmental topics are not limited to knowledge transfer, but where students make decisions, observe the consequences and reflect on their own behaviour. In many environmental education practices, students learn about climate change, biodiversity loss or ocean ecosystems; however, they may struggle to connect this knowledge with their daily-life choices. This model aims to bring a distant ecosystem into the student’s field of experience. The expected change is concrete. Through a small and often invisible creature such as krill, students experience the connections between the food chain, the carbon cycle, plastic pollution, ocean acidification and climate change within the game. Since they see the consequences of correct and incorrect choices, they evaluate environmental problems not as abstract concepts, but through a decision–consequence relationship. This process transforms students from passive listeners into active learners who investigate, design, play, interpret data and propose solutions. In the long term, we expect this innovation to provide an applicable model for teachers as well. Teachers can adapt the same structure to different species, local ecosystems or sustainability problems. In this way, environmental education can become a measurable, low-cost, digitally supported good practice that can be reproduced in different countries.

About the innovation

Why did you create this innovation?

We developed this innovation to address two common gaps in environmental education: students often find it difficult to connect distant ecosystems with their own lives, and teachers frequently approach environmental topics through short-term presentations, posters or knowledge transfer. Krill provided a strong starting point in this respect. Although it is a small and often invisible creature, it is at the centre of major global issues such as the food chain, the carbon cycle, climate change, ocean acidification and biodiversity loss. Therefore, our aim was to break the student’s perception that “Antarctica is far away from me” and to help them experience the question: “How do my decisions affect a distant ecosystem?”

Secondly, we wanted to support the transition from awareness to action. This activity was developed to transform students from passive listeners into active participants who make decisions, see the consequences, reflect on them and question their own behaviour. For this reason, gamification, scenario-based learning, visual experience, problem solving and ecological empathy were strengthened. Through correct choices, students saw outcomes that protected the ecosystem; through incorrect choices, they saw effects that threatened the life of krill.

The main rationale of the innovation is to move environmental education from the level of knowing to the level of feeling, deciding and transforming

What does your innovation look like in practice?

In practice, the innovation works as a three-stage learning cycle. In the first stage, students’ prior knowledge about krill, the Antarctic ecosystem, food chains, the carbon cycle, climate change, plastic pollution and ocean acidification is assessed through a short 25-question test. Then the teacher explains why krill is a small but critical species for the ecosystem, using visuals and discussion questions. In the second stage, students play the web-based game developed with HTML, CSS and JavaScript. The first part of the game is an interactive quiz in which students receive instant feedback for correct and incorrect answers. The second part is a scenario-based game called “Krill Quest.” Students face threats in the life of a krill and make decisions such as avoiding plastic waste, moving with the swarm or going to colder waters. Correct choices earn points, while incorrect choices show consequences that threaten the life of krill. In the third stage, students discuss their game experience, interpret how their choices affect the ecosystem and suggest environmentally friendly actions that can be applied in daily life. The process was implemented over 3 weeks, for a total of 9 hours. Pre-test and post-test results showed a significant increase in learning.

How has it been spreading?

The dissemination rate has shown strong quantitative and qualitative progress. In 2025, the implementation reached a total of 574 students in schools across Çorlu district. In 2026, this reach increased to 1,951 students. This represents approximately 3.4 times growth within one year.

The dissemination was not limited to reaching more students; it was also strengthened by the visibility gained by the student project team on different platforms. Throughout the process, students combined environmental awareness, biodiversity, digital game design and scientific research skills. This experience was reflected in both academic and competition-based achievements.

The fact that students in the project team received scholarships from Sabancı University is an important outcome showing the competence development created by the study. In addition, the project achieved second place nationwide in the High School Students “Duyarlıyım” Project Competition and won first place in Türkiye during the TEKNOFEST process. https://corlu.meb.gov.tr/www/vali-soyturk-teknofest-turkiye-birincisi-olan-corlu-bilsem-ogrencilerini-ziyaret-etti/icerik/4926 https://www.instagram.com/p/DSATNPMCpcY/?hl=tr&img_index=1

If I want to try it, what should I do?

A teacher who wants to try this activity can first choose an ecosystem or species suitable for the age level of their students. The krill example can be used directly, or the model can be adapted to a local species, a water ecosystem, a forest animal or another endangered species. In the first step, students’ prior knowledge is identified through a short test, discussion questions or a concept map. Then the teacher explains the selected species’ role in the ecosystem, the threats it faces and its connection with human behaviour, using visuals.

In the second step, students design a simple web-based game or use a ready-made template. A two-part structure can be created with HTML, CSS and JavaScript: the first part is a quiz, and the second part is a scenario-based decision game. In each scenario, students choose one of two options. The correct choice shows an environmentally protective outcome, while the incorrect choice shows a harmful consequence for the ecosystem.

In the third step, students play the game, review their scores and discuss the question: “Which real-life behaviour does this decision represent?” In the final stage, the same test is applied again. Learning gains, student reflections and suggested eco-friendly actions are evaluated. The activity can be implemented over 3 weeks, within 6–9 lesson hours. Teachers without HTML or JavaScript experience can apply the same model using Scratch, Genially, Canva, Google Forms or simple slide-based scenario games.

Implementation steps

Step 1 Title: Identify Prior Knowledge
Apply a short pre-test, concept map or discussion questions about krill, the Antarctic ecosystem, food chains, climate change and plastic pollution. The aim is to understand what students already know and what misconceptions they may have before starting the activity.
Step 2 Title: Introduce Krill as a Key Ecosystem Species
Explain with visuals why krill is critical for whales, penguins, seals, fish, the carbon cycle and ocean balance, although it is a tiny creature. Ask students to think about the question: “How can a distant ecosystem be affected by my decisions?”
Step 3 Title: Implement the Web-Based Game
Description: Let students play the krill awareness game developed with HTML, CSS and JavaScript. In the first part, key concepts are reinforced through an interactive quiz. In the second part, students make scenario-based choices and observe the consequences of their decisions.
Discuss the Consequences of Decisions
After the game, ask students to evaluate their correct and incorrect choices. Discuss which decisions protect krill and the ecosystem, and which ones cause harm. At this stage, the game experience is connected with students’ daily-life behaviours.
Measure Learning and Turn It into Action
At the end of the implementation, use a post-test, short reflection text or group presentation. Ask students to develop concrete suggestions for protecting krill and ocean ecosystems. In this way, the process is completed by moving from awareness to action.

Spread of the innovation

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