2017
DOI: 10.1007/978-3-319-55134-0_14
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Kilowh.at – Increasing Energy Awareness Using an Interactive Energy Comparison Tool

Abstract: Abstract:Reducing the use of energy is important for several reasons, such as saving money and reducing impact on the climate. However, the awareness among non-experts of how much energy is required by different activities is generally low, which can lead to wrong prioritizations. In this study, we have developed an interactive tool to increase "energy awareness". A group of 58 students first did a test to benchmark their current energy awareness, then tried the tool for 10 minutes, and then did the same test … Show more

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Cited by 8 publications
(10 citation statements)
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“…Interest/Enjoyment was highest for the player type Achiever (4,02) and the Undefined group (4,21), with a mean score of 3,6 across all player types including the undefined group. Value/Usefulness score was highest for the player type Explorer (4,98), with a mean score of 4,50 across all players types including the undefined group.…”
Section: B Motivation/engagementmentioning
confidence: 99%
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“…Interest/Enjoyment was highest for the player type Achiever (4,02) and the Undefined group (4,21), with a mean score of 3,6 across all player types including the undefined group. Value/Usefulness score was highest for the player type Explorer (4,98), with a mean score of 4,50 across all players types including the undefined group.…”
Section: B Motivation/engagementmentioning
confidence: 99%
“…Looking at an energy efficiency context, Johnson et al [20] found that gamification and serious games appear to be of value, and evidence was found for a positive influence on behavior change, knowledge levels, learning, and improving user experience. Adding interactive elements have also been shown to have a positive effect on learning and engagement when learning about energy-related issues [21]. Previous work on user motivation suggest that different users interact with game-like systems in different ways and have different motivations [22], however, the extent to which effects of serious games interventions vary across user groups is still unclear [20].…”
Section: The Users In the Studymentioning
confidence: 99%
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“…In our own previous studies we could also confirm that users had not a good understanding of quantitative kilowatt hour information or of the differences in scale between different energy uses [3].…”
Section: Introductionmentioning
confidence: 68%
“…In previous studies we have explored the use of simulation and playing as a way of making sense of abstract units such as kilograms of carbon dioxide [4], and kilowatt hour [3]. In these applications, users could translate quantitative information such as 1 kWh to more everyday activities such as charging a mobile phone.…”
Section: Introductionmentioning
confidence: 99%