摘要
The significance of using games for educational purposes is well documented in the literature. It has been argued that serious games can draw more engagement and user attention to topics when compared to conventional web or print media, including concepts around energy education. The Smarter Household project has deployed an energy indoor health monitoring system in 19 UK social housing units, utilizing internet technologies to connect the end-user through tablet devices to multiple interventions (dashboard visualization, application of gamification and serious game). The serious game aimed to help residents understand their energy consumption while stimulating energy-efficient behaviors toward managing indoor conditions via in-game decisions. This chapter presents our preliminary findings relating to the serious game as an intervention across the 19 households. The game demonstrates potential value to trial participants in terms of how to apply the lessons learned from the in-game scenarios to their everyday activities.
源语言 | 英语 |
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主期刊名 | Transforming Society and Organizations through Gamification |
主期刊副标题 | From the Sustainable Development Goals to Inclusive Workplaces |
出版商 | Springer International Publishing |
页 | 87-106 |
页数 | 20 |
ISBN(电子版) | 9783030682071 |
ISBN(印刷版) | 9783030682064 |
DOI | |
出版状态 | 已出版 - 7 5月 2021 |