- Idea: a habit changes when you SEE the before and after — not when you're told to switch things off
- Game 1 · Switch It Off: eight swipe jobs in real rooms — basin tap, light, kettle, plug, kitchen tap, charger, air-con, fridge
- Each job ends on a before–after card with the real yearly figure in units and baht
- Game 2 · Light Patrol: whack-a-mole rooms light up, tap to switch them off before the bill runs
- Three rooms must STAY on (fridge, night light, router) — tapping one explains why, never a penalty
- Game 3 · Circuit Lab: five boards — series, parallel, a broken wire, then a mix
- Scored on switches left closed but carrying nothing — the saving lesson, inside the circuit
- Game 3 ends on a dark string of fairy lights: find the broken bulb, replace it, the whole string returns
- Game 4 · The Little Museum: guess → test → read the label, twelve exhibits
- Game 5 · Use It Well: 15 choice cards — air-con (doors shut / 26°C / BTU for the room), fan, vacuum, purifier, power strip, MacBook, iPad, iPhone, TV, washing machine, dryer, and the tap while you brush
- Every card shows the machine's wattage, so a child can see for themselves that a fan is 20× thriftier than air-con
- Game 6 · Pick the Bulb: read the W/lumen label, then choose the right bulb for the room — bedroom, desk, a bathroom switch flicked all day, a porch light on all night, a lamp a toddler grabs
- Teaches the rule most people get wrong: watts are what a bulb drinks, lumens are the light it gives — 60, 14 and 9 W for the very same 800 lumens
- Game 7 · Who Drinks the Most: pictures only, guess the hungriest, then see the watts as bars — the real utility figures for fifteen machines
- The answer is always the one that MAKES HEAT — not the television every child guesses
- Game 8 · What's Turning the Meter: kitchen, bedroom, laundry — machines where they really stand, some on, some off, some unplugged. Tap what's drawing and watch the disc slow down
- Teaches the three states: on, off-but-plugged-in (standby), unplugged — and that the fridge is the one that must keep running
- Safety rides along: salt water conducts, wet hands stay away, a broken wire is a grown-up's job
- The only score counts UP — units saved, baht, CO₂ — and nothing can be lost
- Too many lights on for too long buys a breath together, then play resumes
- All art is drawn in code: before and after are the same drawing at v=0 and v=1
- A Thai voice reading every instruction aloudplanned
- A printable worksheet for class, and a whole-classroom modeplanned
- A seven-day household challenge that logs what the family savesplanned
✓ = done · ☐ = planned. Every game is built one step at a time like this.
