EconPapers    
Economics at your fingertips  
 

Development of “Pluguinho”: A Game for the Teaching of Energy Efficiency

Cristina Trentini, Gustavo Machado, Paulo Sérgio Sausen (), Airam Teresa Zago Romcy Sausen (), Mauricio Campos (), Eric Zanghi () and Moisés Machado Santos ()
Additional contact information
Cristina Trentini: UNIJUÍ—Regional University of Northwestern Rio Grande do Sul
Gustavo Machado: UNIJUÍ—Regional University of Northwestern Rio Grande do Sul
Paulo Sérgio Sausen: UNIJUÍ—Regional University of Northwestern Rio Grande do Sul
Airam Teresa Zago Romcy Sausen: UNIJUÍ—Regional University of Northwestern Rio Grande do Sul
Mauricio Campos: UNIJUÍ—Regional University of Northwestern Rio Grande do Sul
Eric Zanghi: ISPGAYA - Gaya Polytechnic Institute
Moisés Machado Santos: UNIJUÍ—Regional University of Northwestern Rio Grande do Sul

A chapter in Business Sustainability: Innovation in Entrepreneurship & Internationalisation, 2026, pp 17-27 from Springer

Abstract: Abstract Educational programs that highlight the importance of reducing energy consumption not only save resources but also inspire a new generation of conscious citizens. By encouraging students’ active participation in energy efficiency initiatives, schools not only promote sustainability but also become agents involved as multipliers, taking the knowledge and practices they have learned to their families and communities. In this context, this chapter presents the development of a game called “Pluguinho” aimed at children, which aims to study concepts about energy efficiency, through usability tips and reports on the energy consumption of common household appliances. The game is developed for Android operating systems for smartphones and tablets. The design of the game interface revolves around a friendly interface using a mascot that aims to establish an empathetic connection with the user. The application uses geometric shapes referring to technology, smooth lines, and semantically reinforces the idea of preserving the environment. Connections and allusions to the use of electrical energy are created so that the child understands its importance. It will be demonstrated that this game can be a highlight teaching tool, addressing the fundamental concepts covered in an accessible and playful way for young people and children.

Keywords: Educational programs; Energy efficiency; Gamification; Pluguinho (search for similar items in EconPapers)
Date: 2026
References: Add references at CitEc
Citations:

There are no downloads for this item, see the EconPapers FAQ for hints about obtaining it.

Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.

Export reference: BibTeX RIS (EndNote, ProCite, RefMan) HTML/Text

Persistent link: https://EconPapers.repec.org/RePEc:spr:sprchp:978-3-031-99147-9_2

Ordering information: This item can be ordered from
http://www.springer.com/9783031991479

DOI: 10.1007/978-3-031-99147-9_2

Access Statistics for this chapter

More chapters in Springer Books from Springer
Bibliographic data for series maintained by Sonal Shukla () and Springer Nature Abstracting and Indexing ().

 
Page updated 2026-02-04
Handle: RePEc:spr:sprchp:978-3-031-99147-9_2