7,642 research outputs found

    PeppeRecycle: Improving Children’s Attitude Toward Recycling by Playing with a Social Robot

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    In this paper, we investigate the use of a social robot as an engaging interface of a serious game intended to make children more aware and well disposed towards waste recycle. The game has been designed as a competition between the robot Pepper and a child. During the game, the robot simultaneously challenges and teaches the child how to recycle waste materials. To endow the robot with the capability to play as a game opponent in a real-world context, it is equipped with an image recognition module based on a Convolutional Neural Network to detect and classify the waste material as a child would do, i.e. by simply looking at it. A formal experiment involving 51 primary school students is carried out to evaluate the effectiveness of the game in terms of different factors such as the interaction with the robot, the users’ cognitive and affective dimensions towards ecological sustainability, and the propensity to recycle. The obtained results are encouraging and draw promising scenarios for educational robotics in changing children’s attitudes toward recycling. Indeed Pepper turns out to be positively evaluated by children as a trustful and believable companion and this allows children to be concentrated on the “memorization” task during the game. Moreover, the use of real objects as waste items during the game turns out to be a successful approach not only for perceived learning effectiveness but also for the children’s engagement

    Design for E-Waste Recycling Deposit System and Expense Mechanism in China

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    Gameful Learning for a More Sustainable World – Measuring the Effect of Design Elements on Long-Term Learning Outcomes in Correct Waste Sorting

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    Municipal waste sorting is an important but neglected topic within sustainability-oriented Information Systems research. Most waste management systems depend on the quality of their citizens pre-sorting but lack teaching resources. Thus, it is important to raise awareness and knowledge on correct waste sorting to strengthen current efforts. Having shown promising results in raising learning outcomes and motivation in domains like health and economics, gamification is an auspicious approach to address this problem. The paper explores the effectiveness of gameful design on learning outcomes of waste sorting knowledge with a mobile game app that implements two different learning strategies: repetition and elaboration. In a laboratory experiment, the overall learning outcome of participants who trained with the game was compared to that of participants who trained with standard analogue non-game materials. Furthermore, the effects of two additional, learning-enhancing design elements – repetition and look-up – were analyzed. Learning outcome in terms of long-term retention and knowledge transfer were evaluated through three different testing measures two weeks after the training: in-game, through a multiple-choice test and real-life sorting. The results show that the game significantly enhanced the learning outcome of waste sorting knowledge for all measures, which is particularly remarkable for the real-life measure, as similar studies were not successful with regard to knowledge transfer to real life. Furthermore, look-up is found to be a promising game design element that is not yet established in IS literature and therefore should be considered more thoroughly in future research and practical implementations alike

    Gameful Learning for a More Sustainable World

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    Municipal waste sorting is an important but neglected topic within sustainability-oriented Information Systems research. Most waste management systems depend on the quality of their citizens pre-sorting but lack teaching resources. Thus, it is important to raise awareness and knowledge on correct waste sorting to strengthen current efforts. Having shown promising results in raising learning outcomes and motivation in domains like health and economics, gamification is an auspicious approach to address this problem. The paper explores the effectiveness of gameful design on learning outcomes of waste sorting knowledge with a mobile game app that implements two different learning strategies: repetition and elaboration. In a laboratory experiment, the overall learning outcome of participants who trained with the game was compared to that of participants who trained with standard analogue non-game materials. Furthermore, the effects of two additional, learning-enhancing design elements – repetition and look-up – were analyzed. Learning outcome in terms of long-term retention and knowledge transfer were evaluated through three different testing measures two weeks after the training: in-game, through a multiple-choice test and real-life sorting. The results show that the game significantly enhanced the learning outcome of waste sorting knowledge for all measures, which is particularly remarkable for the real-life measure, as similar studies were not successful with regard to knowledge transfer to real life. Furthermore, look-up is found to be a promising game design element that is not yet established in IS literature and therefore should be considered more thoroughly in future research and practical implementations alike

    The Clean Energy Economy: Repowering Jobs, Businesses and Investments Across America

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    Examines U.S. and state-by-state clean energy policies and trends in and potential for growth in jobs, businesses, and investments. Explores policy options for a comprehensive plan, including financial incentives and energy efficiency standards

    Assessment of the Feasibility of a Composting Facility for the Cantera Community

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    This report, prepared for Compañía para el Desarrollo Integral de la Peninsula de Cantera (CDIPC), Puerto Rico, is to evaluate the feasibility of a composting plant and raise environmental awareness in the Cantera community of Puerto Rico. The following document addresses necessary background, research methods, and findings. Through evaluating community waste habits, physical composting, and researching of composting and recycling systems, we established the best future options for the Cantera community. We hope that composting will have an effect on the recycling of the community and help it become more sustainable

    The New Hampshire, Vol. 108, No. 06 (Oct. 4, 2018)

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    An independent student produced newspaper from the University of New Hampshire

    Urban waste management : a review of stewardship approaches

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    Book: iv, 60 p., digital fil

    An aesthetic for sustainable interactions in product-service systems?

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    Copyright @ 2012 Greenleaf PublishingEco-efficient Product-Service System (PSS) innovations represent a promising approach to sustainability. However the application of this concept is still very limited because its implementation and diffusion is hindered by several barriers (cultural, corporate and regulative ones). The paper investigates the barriers that affect the attractiveness and acceptation of eco-efficient PSS alternatives, and opens the debate on the aesthetic of eco-efficient PSS, and the way in which aesthetic could enhance some specific inner qualities of this kinds of innovations. Integrating insights from semiotics, the paper outlines some first research hypothesis on how the aesthetic elements of an eco-efficient PSS could facilitate user attraction, acceptation and satisfaction

    2013 Global Responsibility Report

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    The scope and boundaries of this report encompass the corporate, social, environmental and company responsibility efforts, while also providing snapshots into each of the individual markets around the globe. The report reviews the organization's progress and performance during fiscal year 2013, reflects areas where positive results have been achieved and specifies areas of opportunity we must continue to focus on. The reporting timeline covers the period of Feb. 1, 2012 -- Jan. 31, 2013 and builds on the last report, issued April 2012. Unless otherwise noted, all currency is in U.S. dollars
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