Percorrer por autor "Silva, Alexandre Gomes da"
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- Gamification as a way to involve young adults in energy efficiency and sufficiency – a case studyPublication . Sousa, João Miguel C.; Neves, Luís Miguel P.; Lopes, Marta Alexandra; Reis, Inês F.; Coelho, Dulce Helena C.; Antunes, Carlos Henggeler; Dionissa, Rodrigo; Silva, Alexandre Gomes da; Sousa, José Luís; Costa, Dulce Helena P.; Henriques, Carla Oliveira; Silva, Catarina; Marcelino, Luis; Correia, Diogo; Gonçalves, Válter; Pereira, Rúben F.; Cabral Júnior, Jorge; Vieira, André Filipe; Moreira, LicinioSocial, economic and environmental concerns regarding en ergy use have fostered energy efficiency programs as effective tools to improve the rational use of energy in all activity sectors, i.e. for residential, industry and services consumers. Behav ioural change interventions play a key role to achieve energy efficiency. This paper discusses gamification as a tool to foster energy behaviour changes in young adults (higher education students) towards energy efficiency. The work was carried out as part of a research project (with the name Learn2Behave) aim ing to characterize residential energy consumption behaviours, seeking to contribute to improve energy efficiency and reduce energy bills. The project uses a mobile application (app), called “Minha Energia” (My energy, in Portuguese), as an inquiry tool to characterize consumers’ behaviours, giving suggestions and advices to participants as a reward. The development stage in volves students and researchers from three higher education institutions in Portugal, a research institute and three energy agencies. The application was made available not only to the target participants, but also to the general population, aiming to help the development of energy efficiency programs devoted to promoting more energy efficient behaviours while consider ing energy sufficiency. The data gathering has just started and is foreseen to last long enough to contribute to a more detailed knowledge of energy use in the residential sector. The use of mobile apps as an inquiry and dissemination tool of best prac tices, through gamification, allied to the involvement of circa 200 students, has the potential to change younger generations’ behaviours in the use of energy
