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Abstract(s)
Os consumidores de eletricidade tĆŖm-se tornado essenciais para ser possĆvel aumentar o grau
de flexibilidade da rede elĆ©trica. Este aumento Ć© só possĆvel se os consumidores forem
clientes ativos. Para haver esta evolução é necessÔrio que estes obtenham mais conhecimento
sobre como podem-se tornar clientes ativos e o que ganham com tal.
Educar sobre eletricidade Ć© difĆcil, mas hĆ” processos de educação que facilitam, como por
exemplo, o uso de mecanismos de jogos em circunstâncias mais sérias. Assim, poder-se-Ô
consciencializar os consumidores para haver um menor consumo de energia?
Neste trabalho, foi desenvolvida uma aplicação Android que utiliza vÔrios jogos (e três
simuladores) para testar se esta cativa os utilizadores a pensar sobre este tema.
Após ser feito um pequeno teste com 23 pessoas, pode-se concluir que esta amostra nunca
experienciou um jogo sobre esta temƔtica. Apenas uma pessoa indicou que nada aprendeu
com a aplicação e apenas três indicaram que não recomendariam esta aplicação a alguém
que conhecem.
Obviamente que este Ʃ um resultado inicial positivo, mas Ʃ necessƔrio reconhecer que
existem algumas melhorias a serem feitas para, se possĆvel, colocar esta aplicação diante de
vÔrios jovens e estudar se a perceção destes sobre o consumo energético sofre algum tipo de
alteração.
Electricity consumers have become essential to increase the degree of flexibility of the electrical grid. This increase is only possible if consumers are active customers. For this evolution to occur, they need to gain more knowledge about how they can become active customers and what they earn from doing so. Educating about electricity is difficult, but there are educational processes that make it easier, such as the use of game mechanisms in more serious circumstances. So, can consumers be made aware of how to consume less energy? In this work, an Android application was developed that uses several games (and three simulators) to test whether it captivates users to think about this topic. After carrying out a small test with 23 people, it can be concluded that this sample has never experienced a game on this topic. Only one person indicated that they learned nothing from the application and only three indicated that they would not recommend this application to someone they know. Obviously, this is a positive initial result, but it is necessary to recognize that there are some improvements to be made to, if possible, put this application in front of several young people and study whether their perception of energy consumption undergoes any type of change.
Electricity consumers have become essential to increase the degree of flexibility of the electrical grid. This increase is only possible if consumers are active customers. For this evolution to occur, they need to gain more knowledge about how they can become active customers and what they earn from doing so. Educating about electricity is difficult, but there are educational processes that make it easier, such as the use of game mechanisms in more serious circumstances. So, can consumers be made aware of how to consume less energy? In this work, an Android application was developed that uses several games (and three simulators) to test whether it captivates users to think about this topic. After carrying out a small test with 23 people, it can be concluded that this sample has never experienced a game on this topic. Only one person indicated that they learned nothing from the application and only three indicated that they would not recommend this application to someone they know. Obviously, this is a positive initial result, but it is necessary to recognize that there are some improvements to be made to, if possible, put this application in front of several young people and study whether their perception of energy consumption undergoes any type of change.
Description
Keywords
Active customers Electricity consumers Youth awareness Gamification Energy savings