The effect of substituting lead with tin in perovskite‐based solar cells (PSCs) has shows that lead is preferred over tin by a lower cumulative energy demand. The results, which also include end‐of‐life management, show that a recycling scenario that carefully handles emission of lead enables use of lead in PSCs with little environmental impact. All other scenarios result in catastrophic emission of lead to the environment that would spell an end to widespread use of lead in PSCs.
Reduced graphene oxide (rGO) is widely seen as the most promising route for the low-cost mass production of graphene for many applications ranging from ultrathin electrodes to structural nanocomposites. The Hummers and Marcano methods are the two most successful approaches for producing high-performance rGO, but have been criticized for producing toxic emissions. We have applied life cycle assessment methodology to evaluate the environmental impacts of both production routes for GO and rGO in the context of applications requiring bulk materials or thin coatings. We find no current obstacle to the industrial scale production of graphene arising from its environmental impact. The cumulative energy demand is found to have a cap value between 20.7 and 68.5 GJ/Kg, a relatively high value; impact in other categories (such as human toxicity or resource depletion) is lower, and materials inventory does not include critical/strategic materials other than graphite itself. Our study proposes 1 kg of graphene as functional unit, and an application-specific functional unit normalized by conductivity which show that Hummers production method is far more suitable for bulk applications of graphene, with lower embedded energy per kg of graphene production, while Marcano's production method is better suited for thin film electronic applications.
Educational Escape Room is an innovative method used in classrooms to motivate students. This article describes a version of Educational Escape Room applied to undergraduate students. Specifically, this work presents an adaptation of the method called Educational Hall Escape, characterized by the resolution of challenges in a game-adapted room in which several student groups compete to finish the activity in the least amount of time. To date, the Educational Hall Escape method applied to the field of business economy has not been reported in the literature. The objective of the study is to analyze the influence of the Educational Hall Escape method on the learning processes and emotions of students during the activity and its impact on their motivation and the reinforcement their competences and knowledge. An experiment was designed in which the class was divided into a control group and an experimental group. To measure the impact of the experience in the students, two tools were used: an exam and the Gamefulquest survey. Despite the fact that the results obtained show that the students perceived the experience as a game, it improved their motivation and increased their proclivity to have an emotional bond with the subject, the academic results remained steady.
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