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Paper ID:IJSREM68284

EcoLife: A Gamified Mobile Application for Integrated Student Lifestyle Management and Carbon Footprint Tracking with AI-Driven Personalised Insights

Stream/Area:

-

Subject:

-

Paper ID:

IJSREM68284

Volume:

10 |

10 |

Oct 2026

Pages:

1-6

Publication Frequency:

Monthly (12 issues per year)

DOI
Digital Object Identifier
10.55041/IJSREM68284

License:International Journal of Scientific Research in Engineering and Management follows the Creative Commons Attribution 4.0 (CC BY 4.0) License, allowing free use and distribution with proper attribution.

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Authors

PK

Pragyan Kumar

Department of Computer Science and Engineering (Data Science)

Bhagwan Parshuram Institute of Technology

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MJ

Mannan Jain

Department of Computer Science and Engineering (Data Science)

Bhagwan Parshuram Institute of Technology

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DCMS

Dr. C. M. Sharma

Department of Computer Science and Engineering (Data Science)

Bhagwan Parshuram Institute of Technology

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Abstract

College students often have irregular sleep schedules, poor eating habits, low physical activity and too much screen time. Many are also unaware of the carbon emissions linked to their daily travel, food choices and electricity use. Most existing apps focus on these issues separately. Fitness and habit trackers focus on health, while carbon calculators do not consider students' health or academic routines. This paper presents EcoLife, a cross-platform mobile application with four main modules: (i) a lifestyle tracker for sleep, diet, exercise, study and screen time; (ii) a carbon emission calculator for transport, food and energy; (iii) an AI-based personalised insights engine that combines supervised machine learning with rule-based recommendations; and (iv) a gamification system where users earn points by completing healthy and eco-friendly tasks. These points can be exchanged inside the app for non-material rewards such as streak freezes, task-skip passes and break tokens. The system uses Flutter, Node.js/Express, MongoDB, Firebase and a Python scikit-learn service. It also uses the Carbon Interface API to obtain standardised emission factors. EcoLife is aligned with United Nations Sustainable Development Goals 3 (Good Health and Well-being), 4 (Quality Education) and 13 (Climate Action). This paper explains the system requirements, architecture, data model, carbon accounting model, machine learning pipeline, reward system, privacy considerations and four-phase implementation plan. It also proposes a pilot evaluation protocol. The project is currently at the design stage, so no experimental results are claimed.

KEYWORDS

mobile health carbon footprint gamification student well-being sustainable development goals recommender systems behaviour change Flutter.

Cite This Article

Pragyan Kumar, Mannan Jain, Dr. C. M. Sharma, "EcoLife: A Gamified Mobile Application for Integrated Student Lifestyle Management and Carbon Footprint Tracking with AI-Driven Personalised Insights," International Journal of Scientific Research in Engineering and Management, vol. 10, no. 10, pp. 1-6, Oct 2026. https://doi.org/10.55041/IJSREM68284

Full Article/Conclusion

This paper presented the design of EcoLife, a gamified mobile application that brings student lifestyle tracking and carbon footprint estimation together in one platform. It combines a habit tracker, a carbon calculator, a hybrid rule-based and machine learning insights engine, and a points system that can be used for in-app privileges such as streak freezes and skip passes. The design aims to address the separation between existing tools and support SDG 3, SDG 4 and SDG 13. The proposed architecture uses Flutter, Node.js, MongoDB, Firebase and a Python machine learning service. Development is planned in four phases, followed by an evaluation using the proposed protocol. Future work will include building the prototype and conducting the pilot study, selecting regional emission factors, adding wearable and calendar integrations for passive data collection, testing reinforcement-learning-based nudges, developing a web dashboard for campus coordinators, and running a larger controlled study across several institutions to assess long-term behaviour change.

References

[1] R. P. Auerbach et al., “WHO World Mental Health Surveys International College Student Project: Prevalence and distribution of mental disorders,” J. Abnorm. Psychol., vol. 127, no. 7, pp. 623–638, 2018. [2] A. A. Gomes, J. Tavares, and M. H. P. de Azevedo, “Sleep and academic performance in undergraduates: A multi-measure, multi-predictor approach,” Chronobiol. Int., vol. 28, no. 9, pp. 786–801, 2011. [3] L. Hale and S. Guan, “Screen time and sleep among school-aged children and adolescents: A systematic literature review,” Sleep Med. Rev., vol. 21, pp. 50–58, 2015. [4] J. Poore and T. Nemecek, “Reducing food’s environmental impacts through producers and consumers,” Science, vol. 360, no. 6392, pp. 987–992, 2018. [5] S. Wynes and K. A. Nicholas, “The climate mitigation gap: Education and government recommendations miss the most effective individual actions,” Environ. Res. Lett., vol. 12, no. 7, Art. no. 074024, 2017. [6] Intergovernmental Panel on Climate Change, Climate Change 2022: Mitigation of Climate Change. Contribution of Working Group III to the Sixth Assessment Report of the IPCC. Cambridge, U.K.: Cambridge Univ. Press, 2022. [7] United Nations General Assembly, “Transforming our world: The 2030 Agenda for Sustainable Development,” Resolution A/RES/70/1, New York, NY, USA, 2015. [8] P. Krebs and D. T. Duncan, “Health app use among US mobile phone owners: A national survey,” JMIR mHealth uHealth, vol. 3, no. 4, Art. no. e101, 2015. [9] M. S. Patel, D. A. Asch, and K. G. Volpp, “Wearable devices as facilitators, not drivers, of health behavior change,” JAMA, vol. 313, no. 5, pp. 459–460, 2015. [10] E. A. Edwards et al., “Gamification for health promotion: Systematic review of behaviour change techniques in smartphone apps,” BMJ Open, vol. 6, no. 10, Art. no. e012447, 2016.

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Publication Date

10/24/2026

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Double-Blind Peer Review

Review Rounds: 2

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