6 March 2025

Interactive Game Tackles Plastic Pollution

By Arooj Fatima Tul Zahra

Swinburne Sarawak’s students at Ocean Hackathon 2024 showcased Wira of the Blue, an interactive game addressing plastic pollution through an interdisciplinary collaboration. 

Turning knowledge into action: Swinburne Sarawak students transform research into real-world solutions, tackling plastic pollution through innovative tech.

At the Ocean Hackathon 2024 (organized by the Embassy of France), students from Swinburne Sarawak demonstrated how classroom knowledge can be transformed into real-world solutions for pressing environmental challenges. Engaging with global sustainability issues, they showcased an innovative approach to experiential learning, emphasizing interdisciplinary collaboration and problem-solving. 

Bridging Science and Innovation

The Swinburne Sarawak team developed Wira of the Blue, an interactive game designed to raise awareness about plastic pollution, and inspire action towards marine conservation. The project brought together students from environmental science, computer science, and biotechnology programs, leveraging diverse expertise to create an engaging digital experience that educates players on ocean sustainability.

Using satellite imagery to monitor coastal water quality and incorporating scientific research on plastic degradation, the team crafted an immersive platform where players can clean polluted ocean recycle plastics, and restore marine ecosystems. This approach reflects Swinburne Sarawak’s commitment to integrating technology with environmental science to tackle real-world problems.

From Research to Impact

The game draws inspiration from research in microbial degradation of plastics, translating complex scientific concepts into accessible, engaging content. Rather than focusing solely on technical methodology, the project highlights how scientific insights can drive tangible solutions for sustainability challenges. By incorporating elements like plastic-degrading microbes into the game mechanics, Wira of the Blue underscores the real-world applications of biotechnology in addressing pollution.

Interdisciplinary Collaboration and Experiential Learning

Beyond developing the game, the hackathon provided an opportunity for students to work across disciplines, applying their skills in a dynamic, problem-solving environment. The project’s success illustrates how experiential learning fosters creativity and prepares students for impactful careers in science, technology, and sustainability. The mentorship and support provided throughout the hackathon further reinforced the university’s emphasis on nurturing innovation and critical thinking.

Preparing Changemakers for the Future

The Ocean Hackathon 2024 was more than a competition; it was a platform for students to explore solutions to environmental issues and engage with a global network of like-minded innovators. By participating in such initiatives, Swinburne Sarawak students are not only gaining technical knowledge but also developing the skills and confidence needed to become changemakers in sustainability and beyond.

Through projects like Wira of the Blue, Swinburne Sarawak continues to highlight the importance of hands-on learning and interdisciplinary collaboration, inspiring future students to take part in meaningful, solution-driven education that extends beyond the classroom.


The opinions expressed in this article are the author’s own and do not necessarily reflect the view of Swinburne University of Technology Sarawak Campus. Arooj Fatima Tul Zahra is an international student pursuing her Master of Science with Swinburne University of Technology.