Leading educational experts agree that games can be recruited as useful educational tools. HABITAT would be relevant to the curriculum in science, environmental studies and geography especially, showing children the link between their behaviour, their ecological footprint and their impact on the planet.
HABITAT’s educational strategy will aim to move kids from knowledge building to behavioural change.
The core gameplay of ‘Habitat’ has been designed to be accessible but deep. As such, the potential audience for the game spans several of the age groups within schools. Beyond the educational qualities of the game, there are other aspects planned that will make the game more entertaining for players and useful as an educational tool. One of the most important aspects of the game is the way that the in-game environment is constantly changing to reflect the actions of the player. This emergent gameplay style will provide a game that is easy to play but difficult to master, allowing students of many age groups to enjoy the game. It will also allow for the game to create and deliver specialised events in-game that represent news from the real world, such as oil spills or droughts.
The game will also offer social features that will enable communication and competition between individuals and groups of players. This will enable schools to create groups for their students and further integrate the game into lesson plans.
‘Habitat’ will be an excellent alternative to traditional teaching aids for students to learn about the environment with. By providing a game that is engaging in different ways to other types of school work, we hope that ‘Habitat’ will help to help teachers with conveying the new syllabus to their students.
 Joanne E. Oppenheim 1984, Kids and Play, ch. 1.