528 research outputs found

    Visualizing Energy Consumption of Radiators

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    Heating is a significant expenditure of many households today but the actual power consumption of the heating devices are seldom recognized. To help people understand and reflect upon their domestic energy consumption, we have designed an electrical radiator that emits heat entirely from light bulbs. This appliance responds to temperature changes in the room via sensors. The idea was to combine the product semantics of lamps and radiators and direct focus on the latter neglected product category. We argue that by re-designing domestic appliances adding means to visualize energy consumption in engaging and interesting ways it is possible to make energy utilization less abstract and easier to comprehend

    Promoting New Patterns in Household Energy Consumption with Pervasive Learning Games

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    Engaging computer games can be used to change energy consumption patterns in the home. PowerAgent is a pervasive game for Java-enabled mobile phones that is designed to influence everyday activities and use of electricity in the domestic setting. PowerAgent is connected to the household’s automatic electricity meter reading equipment via the cell network, and this setup makes it possible to use actual consumption data in the game. In this paper, we present a two-level model for cognitive and behavior learning, and we discuss the properties of PowerAgent in relation to the underlying situated learning, social learning, and persuasive technology components that we have included in the game

    Power Explorer – a casual game style for encouraging long term behavior change among teenagers

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    When it comes to motivating teenagers towards energy awareness, new approaches need to be considered. One such is the use of pervasive games connected to the players own energy consumption. Earlier work has confirmed this to be a highly effective approach. The question however remains if post game effects on behavior can be achieved. In this paper we try to answer this by trying out a slightly different design compared to previous work. The hypothesis is that a more casual game play and a richer learning interaction enabled by building the game on a real time sensor system could stimulate more lasting effects. Electric consumption data after the 7 days evaluation on a test group of 15 players shows tentative indications for a persistent post game effect compared to the control group of 20 households. Findings also show a statistically significant positive change in the players’ attitude towards saving energy compared to the same group. Findings, at the same time, also indicate a negative effect on the player’s attitude toward environmental questions in general

    Evaluation of a Pervasive Game for Domestic Energy Engagement Among Teenagers

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    In this article, we present Power Agent—a pervasive game designed to encourage teenagers and their families to reduce energy consumption in the home. The ideas behind this mobile phonebased game are twofold; to transform the home environment and its devices into a learning arena for hands-on experience with electricity usage and to promote engagement via a team competition scheme. We report on the game’s evaluation with six teenagers and their families who played the game for ten days in two cities in Sweden. Data collection consisted of home energy measurements before, during, and after a game trial, in addition to interviews with participants at the end of the evaluation. The results suggest that the game concept was highly efficient in motivating and engaging the players and their families to change their daily energy-consumption patterns during the game trial. Although the evaluation does not permit any conclusions as to whether the game had any postgame effects on behavior, we can conclude that the pervasive persuasive game approach appears to be highly promising in regard to energy conservation and similar fields or issues

    Improved content mastery and written communication through a lab-report assignment with peer review: an example from a quantum engineering course

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    The promotion of high-quality written communication in the disciplines is an important learning outcome in higher education. Given the time invested by students and teachers alike, it is crucial that writing assignments also promote engagement and content learning. But is it worth the time for university teachers to invest in such \u27writing-to-learn\u27 activityes? We find that it can be, and present an improved design for an experimental lab-report writing assignment in an English medium instruction environment, where English is an additional language. Our context is assignment development for formative assessment in master\u27s-level physics, but the method is broadly applicable within the science-technology-engineering-math disciplines. Our first experience with the assignment resulted in substandard lab reports, suggesting insufficient subject understanding and prompting this assignment design. We therefore focused on communicating the alignment of aims, learning objectives, instruction, assessment criteria, and feedback design, and developed simplified rubrics facilitating assessment fairness and efficiency. The revised assignment enhanced the learning of the subject matter and the writing quality over the four years of the study, indicated by clearly improved reports and relevant peer feedback comments. The learning activity also had an observable but less distinct effect on the students\u27 exam performance

    Editorial: Student Learning and ICLHE – Frameworks and Contexts

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    Editorial: EATAW2019: Selected papers from the 10th Conference of the European Association for the Teaching of Academic Writing, Chalmers University of Technology, Gothenburg, Sweden, July, 2019

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    https://publications.coventry.ac.uk/index.php/joaw/article/view/71

    Editorial and Production Credits (Vol. 13 No. 2 Winter 2023)

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