: To have sustainable societies, we need to accelerate the energy transition towards clean energy solutions, however, awareness and understanding of the process is still limited, especially among young people. In addition, the topichas mainly been approached from an engineering angle, ignoring the social challenges: lack of public support for solar farms and large wind turbines could stop the need to act. An optimal balance considering the point of view from all parties involved is out of sight without a focus on social structures and a dialogue among all parties. In this context, universities have a critical role to play: these institutions build capacity through the development of new knowledge, new understanding and new insights, and can therefore provide effective solutions to complex societal challenges. In search of innovative approaches to reach young people, whose communicative paradigm has become more interactive and participatory, the use of serious gaming in formal education is gaining attention among scholars and practitioners: they can foster skills and abilities, contribute to content development of complex issues by integrating insights from different disciplines, and permit learning experiences that are not possible in real life. In this paper, we introduce “We-Energy Game”, which aims to create understanding on the urgency and complexities in the provision of affordable energy from renewable sources for an entire town. During the game, players negotiate, from their respective roles, which energy source they want to employ and on which location, with the goal to make a village or city energy neutral. Then, we present findings from a pre-test and posttest completed by a hundred university students in The Netherlands to analyze the effects of the game on players awareness and understanding. Results reveal positive outcomes on awareness, as well as understanding of the complexity of energy transition and the importance (and difficulty) of collaboration among stakeholders.
DOCUMENT
The paper briefly describes the outcome of two inventories: 1) an inventory based on fact sheets about daily use and energy consumption of historical buildings (mainly relative small churches) in the North of the Netherlands, and; 2) an inventory based on interviews with owners of historical buildings about motives to reduce energy consumption.
DOCUMENT
DOCUMENT
Abstract: The COVID-19 pandemic created the need to use digital health resources (DR), as they sometimes were the only option to receive healthcare or social interaction. The aim of this research is to provide insight into the experiences during the lockdown of older people using DR for health in general and the points of improvement they see. A qualitative study was carried out using semistructured interviews with older persons by telephone. A total of 10 older adults participated, with a median age of 78 years, the majority having a chronic disease. The most important themes for motivation to use health-related DR were ‘urgency’ and ‘usefulness’. Experiences with DR were related to the themes ‘human contact’ and ‘communication’, which were experienced by respondents as facilitated by DR, and ‘time and energy’, which was two-sided. Additionally, most older persons worried about accessibility of DR by all older persons and the support needed. In conclusion, older persons are convinced of the urgency and the usefulness of digital technology for health and healthcare. Time and energy constraints can be alleviated by using DR on the one hand, but this can also be challenging if older persons are less digitally skilled or lack digital literacy. Good and sustained human support is therefore mandatory
MULTIFILE
There is an urgency and need to develop an innovative strategic approach for organizations to develop a sustainable organization for the future, in which they are able to respond resiliently to major environmental challenges and changes in the short term and adjust the management of the organization. On the same time, in this strategic approach learning and transforming accordingly in the long term is involved as well. This approach will give organizations the opportunity to operationalize their boards’ and stakeholders’ ambitions to build a responsible business, with focus on governance elements, as well as interaction with social and environmental factors, risk, and strategy from a holistic view. In education, students could work with this approach in future projects for real companies.
DOCUMENT
In this chapter communicative interventions on the energy transition will be presented according to the research model, from A to Sustainability, that includes the following steps, urgency, awareness, action & collective action, public support and in dialogue with society. The research model is discussed as well as various points interesting for communication researchers and professionals. At the end of the chapter some discussion points are issued.
MULTIFILE
In this mini-review I will present a practical way how communication relates to sustainability and how communication can be used in various stages to increase sustainability and to accelerate the energy transition. The model, from A to Sustainability, details the various forms of communication, from information provision, to persuasion to dialogue.
DOCUMENT
In the last years we have observed a growing interest in the use of gamification approaches for climate change education. While most practices are related to digital gaming, there is a new trend which is still academically unexplored: escape rooms. The main objective of this paper is to serve as an initial exploratory study in this field by identifying and analysing climate change-related escape rooms. For that purpose we carried out a web search and a qualitative content analysis. A total of 17 initiatives are described and compared, unravelling their main audience, country of origin, topics, scenarios and objectives covered. The paper also highlights what escape rooms can offer to climate change education: experiential and immersive learning, problem solving and critical thinking skills, and a sense of collaboration and urgency.
DOCUMENT
Organizations feel an urgency to develop and implement applications based on foundation models: AI-models that have been trained on large-scale general data and can be finetuned to domain-specific tasks. In this process organizations face many questions, regarding model training and deployment, but also concerning added business value, implementation risks and governance. They express a need for guidance to answer these questions in a suitable and responsible way. We intend to offer such guidance by the question matrix presented in this paper. The question matrix is adjusted from the model card, to match well with development of AIapplications rather than AI-models. First pilots with the question matrix revealed that it elicited discussions among developers and helped developers explicate their choices and intentions during development.
MULTIFILE
Energy transition is key to achieving a sustainable future. However, in this transition, an often neglected pillar is raising awareness and educating individuals on the benefits, complexities, and urgency of renewable energy supply and energy efficiency. This paper exemplifies an educational practice to create awareness on sustainable energy transition by playing a “serious” game, the We Energy Game. Concretely, this qualitative study aims to analyze communicational and educational aspects of the game by making use of a validated framework for serious games analysis, and to expose the opinion of players after maintaining group discussions. The analysis reveals a detailed insight of narrative elements, messages, and gameplay mechanisms, but also educative aspects to be considered by teachers if they are interested in putting the game into practice in their classes. The group discussion reveals that the game has been more successful in achieving cognitive (understanding/knowledge) and affective (emotion/interest and concern) engagement than in motivating attitudinal or behavioral engagement.
DOCUMENT