Orientador(es)
Resumo(s)
Social, 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
Descrição
Palavras-chave
games domestic energy efficiency energy sufficiency app behavioural change
Contexto Educativo
Citação
Editora
ECEEE
