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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

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.

ContributorsFielding, Raven (Author) / Agusdinata, Datu Buyung (Thesis director) / Lukosch, Heide (Committee member) / School of Sustainability (Contributor, Contributor) / Dean, W.P. Carey School of Business (Contributor) / College of Integrative Sciences and Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Two communities that aren’t exactly known for overlapping much with one another are the LGBT community and the gaming community. While there hasn’t historically been much of a focus on how these two communities intersect, research is slowly developing. This paper will dig into the history of LGBT representation in

Two communities that aren’t exactly known for overlapping much with one another are the LGBT community and the gaming community. While there hasn’t historically been much of a focus on how these two communities intersect, research is slowly developing. This paper will dig into the history of LGBT representation in video games, including a loose timeline of the earliest examples of LGBT representation in games to the present day. In a separate section it will also examine how, in these cases of representation, the LGBT characters and themes were portrayed, whether positive, negative, or neutral, and what effects, if any, these examples had on the gaming community as a whole.
ContributorsTortorici, Colby Richard (Author) / Camporeale, Joseph (Thesis director) / Young, Amy (Committee member) / Walter Cronkite School of Journalism & Mass Comm (Contributor) / College of Integrative Sciences and Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05