scholarly journals “Changing the Game—Neighbourhood”: An Energy Transition Board Game, Developed in a Co-Design Process: A Case Study

2020 ◽  
Vol 12 (24) ◽  
pp. 10509
Author(s):  
Mathias Lanezki ◽  
Catharina Siemer ◽  
Steffen Wehkamp

Communicating knowledge about energy transition is a challenge of sustainable development. Serious games are a possible approach to explain complex relationships and present them to citizens. This paper discusses the development process of the serious board game “Changing the Game—Neighbourhood”. Therefore, this paper describes our approach of developing a serious game with co-designers in four phases and illustrates the process using an example. Doing so, the paper focus on two central challenges: (1) How can a serious game be developed for the energy transition, which keeps a balance between learning and playability? (2) How can co-design contribute to the development of a serious game? We found out that the use of prototypes and the influence of different stakeholders as informants, co-designers, and testers were crucial for the expansion of the learning content, the improvement of the gameplay, and the balancing of the difficulty level. In addition, the energy transition at the neighborhood level appeared to be a suitable topic for a serious game. During the development process, the serious game was already used for citizen participation, involving about 120 participants in 15 workshops.

i-com ◽  
2021 ◽  
Vol 20 (2) ◽  
pp. 177-193
Author(s):  
Daniel Wessel ◽  
Julien Holtz ◽  
Florian König

Abstract Smart cities have a huge potential to increase the everyday efficiency of cities, but also to increase preparation and resilience in case of natural disasters. Especially for disasters which are somewhat predicable like floods, sensor data can be used to provide citizens with up-to-date, personalized and location-specific information (street or even house level resolution). This information allows citizens to better prepare to avert water damage to their property, reduce the needed government support, and — by connecting citizens locally — improve mutual support among neighbors. But how can a smart city application be designed that is both usable and able to function during disaster conditions? Which smart city information can be used? How can the likelihood of mutual, local support be increased? In this practice report, we present the human-centered development process of an app to use Smart City data to better prepare citizens for floods and improve their mutual support during disasters as a case study to answer these questions.


2019 ◽  
Vol 11 (7) ◽  
pp. 160 ◽  
Author(s):  
Hamza Manzoor ◽  
Kamil Akhuseyinoglu ◽  
Jackson Wonderly ◽  
Peter Brusilovsky ◽  
Clifford A. Shaffer

Researchers in many disciplines are developing novel interactive smart learning objects like exercises and visualizations. Meanwhile, Learning Management Systems (LMS) and eTextbook systems are also becoming more sophisticated in their ability to use standard protocols to make use of third party smart learning objects. But at this time, educational tool developers do not always make best use of the interoperability standards and need exemplars to guide and motivate their development efforts. In this paper we present a case study where the two large educational ecosystems use the Learning Tools Interoperability (LTI) standard to allow cross-sharing of their educational materials. At the end of our development process, Virginia Tech’s OpenDSA eTextbook system became able to import materials from Aalto University’s ACOS smart learning content server, such as python programming exercises and Parsons problems. Meanwhile, University of Pittsburgh’s Mastery Grids (which already uses the ACOS exercises) was made to support CodeWorkout programming exercises (a system already used within OpenDSA). Thus, four major projects in CS Education became inter-operable.


Author(s):  
José Ángel Gimeno ◽  
Eva Llera Sastresa ◽  
Sabina Scarpellini

Currently, self-consumption and distributed energy facilities are considered as viable and sustainable solutions in the energy transition scenario within the European Union. In a low carbon society, the exploitation of renewables for self-consumption is closely tied to the energy market at the territorial level, in search of a compromise between competitiveness and the sustainable exploitation of resources. Investments in these facilities are highly sensitive to the existence of favourable conditions at the territorial level, and the energy policies adopted in the European Union have contributed positively to the distributed renewables development and the reduction of their costs in the last decade. However, the number of the installed facilities is uneven in the European Countries and those factors that are more determinant for the investments in self-consumption are still under investigation. In this scenario, this paper presents the main results obtained through the analysis of the determinants in self-consumption investments from a case study in Spain, where the penetration of this type of facilities is being less relevant than in other countries. As a novelty of this study, the main influential drivers and barriers in self-consumption are classified and analysed from the installers' perspective. On the basis of the information obtained from the installers involved in the installation of these facilities, incentives and barriers are analysed within the existing legal framework and the potential specific lines of the promotion for the effective deployment of self-consumption in an energy transition scenario.


2020 ◽  
Author(s):  
Stéphane Goria ◽  
Louise Dupet ◽  
Maëva Négroni ◽  
Gabriel Sega ◽  
Philippe Arnoux ◽  
...  

BACKGROUND most serious games and other game-based tools are designed as digital games or escape games. They are designed for learning or sometimes in the field of medicine as an aid to care. However, they can also be seen as an aid to research, in our case, to evaluate the advantages and disadvantages of imaging techniques for cancer detection. OBJECTIVE we present a case study of action research on the design of a serious board game intended to consider the advantages and weaknesses of a diagnostic method in a different ways. The goal was to better understand the principles of designing a tool using game or play. METHODS we explicitly implemented another process than gamification to develop a structure reminiscent of the game to highlight the strengths and weaknesses of different imaging techniques from the point of view of the respondents (in this case specialists not directly involved in the project). Based on this feedback and the scientific literature on this subject, we detail the main categories of games and games developed for serious use in order to understand their differences. Concerning the cancer research part to which game contributes, our method is based on questions asked to experts and practitioners of this specialty. RESULTS an expert point of view translation tool in the form of a game has been realized to apprehend a research in a different way. CONCLUSIONS we show with the help of a diagram, some possible design paths leading to this type of design result including two hidden dimensions to consider (the awareness of the game or play by the "player" and his role as a contributor or recipient).


Author(s):  
Ericka A. Albaugh

This chapter examines how civil war can influence the spread of language. Specifically, it takes Sierra Leone as a case study to demonstrate how Krio grew from being primarily a language of urban areas in the 1960s to one spoken by most of the population in the 2000s. While some of this was due to “normal” factors such as population movement and growing urbanization, the civil war from 1991 to 2002 certainly catalyzed the process of language spread in the 1990s. Using census documents and surveys, the chapter tests the hypothesis at the national, regional, and individual levels. The spread of a language has political consequences, as it allows for citizen participation in the political process. It is an example of political scientists’ approach to uncovering the mechanisms for and evidence of language movement in Africa.


Author(s):  
Andrew Bednarski ◽  
Gemma Tully

Epigraphers and archaeologists working in Egypt must navigate a host of complex relationships both on and off site. This chapter explores the multifaceted nature of local Egyptian peoples’ relationships with nearby monuments through the lens of a single case study: the site of Sheikh Abd al-Qurna and its local population, the Qurnawi. Egyptologists have not traditionally sought to incorporate formally the stories and histories of local populations in their studies of pharaonic sites. An increasing blend of social awareness and the desire for social action on the part of both foreign professionals and local activists, however, is pushing Egyptologists to re-evaluate their practices, which, in turn, is moving the discipline in new and positive directions.


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