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- All Subjects: Sustainability
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In LAC, residential electricity demand could increase as much as 55-68% between 2020 and 2060, and building technology lock-in has constricted the options for mitigating energy demand, as major changes to the building stock itself are not possible, as only a small portion of the stock is turned over every year. Aggressive and timely efficiency upgrades to residential appliances and building thermal shells can significantly offset the projected increases, potentially avoiding installation of new generation capacity, but regulations on new construction will likely be ineffectual due to the long residence time of the stock (60+ years and increasing). These findings can be extrapolated to other U.S. cities where the majority of urban expansion has already occurred, such as the older cities on the eastern coast. U.S. population is projected to increase 40% by 2060, with growth occurring in the warmer southern and western regions. In these growing cities, improving new construction buildings can help offset electricity demand increases before the city reaches the lock-in phase.
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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.