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- All Subjects: Sustainability
During summer 2015, a study was conducted to characterize effects of tree species and shade structures on outdoor human thermal comfort under hot, arid conditions. Motivating the research was the hypothesis that tree species and shade structures will vary in their capacity to improve thermal comfort due to their respective abilities to attenuate solar radiation. Micrometeorological data was collected in full sun and under shade of six landscape tree species and park ramadas in Phoenix, AZ during pre-monsoon summer afternoons. The six landscape tree species included: Arizona ash (Fraxinus velutina Torr.), Mexican palo verde (Parkinsonia aculeata L.), Aleppo pine (Pinus halepensis Mill.), South American mesquite (Prosopis spp. L.), Texas live oak (Quercus virginiana for. fusiformis Mill.), and Chinese elm (Ulmus parvifolia Jacq.). Results showed that the tree species and ramadas were not similarly effective at improving thermal comfort, represented by physiologically equivalent temperature (PET). The difference between PET in full sun and under shade was greater under Fraxinus and Quercus than under Parkinsonia, Prosopis, and ramadas by 2.9-4.3 °C. Radiation was a significant driver of PET (p<0.0001, R2=0.69) and with the exception of ramadas, lower radiation corresponded with lower PET. Variations observed in this study suggest selecting trees or structures that attenuate the most solar radiation is a potential strategy for optimizing PET.
Background: Household activities are responsible for up to 80% of direct and indirect greenhouse gas emissions in the United States. These greenhouse gas emissions come from activities including actions taken in relation to food, energy, and water (FEW) resource consumption. Therefore, actions taken at a household level have the potential to significantly reduce greenhouse gas emissions. A game-based learning approach can be used to educate youth on what actions they can take around their household to reduce their carbon footprint. <br/>Aim: FEWS for change is a first player role-playing game developed to educate high school students on how their actions impact the FEW resources and carbon emissions. The game also aims to measure how player’s beliefs and worldview effect their game play regarding sustainability and the environment. <br/>Methods: We developed the FEWS (Food, Energy, and Water Systems) for Change role-playing game based on transdisciplinary research of the food, energy, and water nexus, social, economic, and environmental factors. We piloted the game with a few students for initial results and will have a high school classroom pilot the game in mid-May.<br/>Preliminary Results: Results from the 4 participants demonstrated achievement of the learning goal of the pilot testing. This is objective was met by measuring the players improvement on the postsurvey compared to the presurvey. Due to limitations of time and virtual facilitation of this game, the other two learning objectives could not be measured in this initial pilot because not all post-game activities were included which are needed to measure the other learning objectives. When the game is piloted in mid-May, the other two learning objectives will be tested and measured.