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  • 1
    Electronic Resource
    Electronic Resource
    Bingley : Emerald
    International journal of sustainability in higher education 6 (2005), S. 363-382 
    ISSN: 1467-6370
    Source: Emerald Fulltext Archive Database 1994-2005
    Topics: Energy, Environment Protection, Nuclear Power Engineering , Education
    Notes: Purpose - Laboratories typically consume 4-5 times more energy than similarly-sized commercial space. This paper adds to a growing dialogue about how to "green" a laboratory's design and operations. Design/methodology/approach - The paper is divided into three sections. The first section reviews the background and theoretical issues. A case is made for sustainable laboratories, introduce the Harvard Green Campus Initiative's (HGCIs) study of potential energy reduction in Harvard's research laboratories and examine other issues including: behavioral change, technical change, and the required codes and suggested standards that influence laboratory design and operations. Next, a survey conducted through a partnership between HGCI, Harvard School of Public Health (HSPH), and Laboratories for the twenty-first century (Labs21) to clarify issues surrounding use of codes and standards in high-performance laboratory design and maintenance is introduced. Findings - Survey findings highlight the confusion among survey participants surrounding the applications and interpretations of current lab guidelines, codes and standards, particularly addressing sustainable performance. The findings suggest that confusion has financial, environmental, and human health consequences, and that more research is needed to define the operational risks to laboratory workers. Findings indicate that many energy efficient technologies and strategies are not routinely specified in lab design, perhaps in part due to confusion concerning the guidelines, standards and codes. Research limitations/implications - Although the survey sample size is too small to be statistically significant, it does provide valuable insight into the general confusion surrounding the applications and interpretations of current codes and guidelines, especially those addressing sustainable performance. Practical implications - The practical implications of this research are many, including that there are many opportunities for technical and behavior improvements within modern university laboratories that yield great energy savings. This is critical as laboratories are one of the most energy-intense building types on a university campus. Originality/value - The critical originality of the paper is provided in the analysis of the obstacles to achieving the great potential energy savings that exist within the university laboratory context.
    Type of Medium: Electronic Resource
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  • 2
    Electronic Resource
    Electronic Resource
    Bradford : Emerald
    On the horizon 13 (2005), S. 75-88 
    ISSN: 1085-4959
    Source: Emerald Fulltext Archive Database 1994-2005
    Topics: Education , Economics
    Notes: Purpose - A growing number of educators are turning to games for a model of next-generation learning environments. To date, there has been a lack of critical inquiry into what kind of learning occurs through game play, and how games get learned by their players. Aims to plug this gap Design/methodology/approach - This paper is a critical study of Viewtiful Joe, a cult-classic sidescrolling 2D fighting game for the Nintendo Gamecube. Noted for its difficulty, Viewtiful Joe is an interesting case because, as a fighting game, it embodies many of the principles fundamental to the medium, most of which are missed by educators illiterate regarding the medium. It shows the cognitive complexity that goes into a fighting game, as well as a cutting-edge example of how to manage that complexity. Far from button-mashing, success in Viewtiful Joe requires the player to learn to read the game symbol systems, understand Viewtiful Joe's capacities, and see potential interchanges between them. Findings - The paper analyzes how Viewtiful Joe is structured to balance flow and novelty, encourage players both to develop new skills and to master those they have. Finally, the paper examines how learning occurs through game play as an activity system, using player-generated FAQs to analyze how gamers represent their practice and suggest theories of expert game practice. Originality/value - Central to this paper is the argument that playing Viewtiful Joe is a performative act, where declarative knowledge, while clearly present for players, is secondary to players' ability to see and do in real-time.
    Type of Medium: Electronic Resource
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