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Municipal Solid Waste (MSW) is associated with industrialization, urbanization, and a modern economic development, covering several origins such as households and similar waste streams from commerce and trade. Inappropriate waste management impacts human health and the environment negatively, but also the economy and society in general. Waste is today also seen more and more as resource itself. The world trend is to move from mere waste management to a consistent form of resource management within a circular economy, e.g. in form of an Integrated Waste Management System (IMWS). Concerning Macao, MSW is being transported to the Macao Refuse Incineration Plant for thermal treatment with energy recovery. For 2014 and 2015, the amount of waste transferred to the Macao Refuse Incineration Plant for treatment shows a strong yearly increase (11.3 %) being expected to reach or even exceed the maximum allowable waste handling capacity in near future. Alternative methods for waste treatment and valorization are necessary for an effective and sustainable waste management system in Macao. In this research, three case-studies were carried out to analysis real case scenarios that are considered examples of well-functioning MSW management. They were: 1) LIPOR (Portugal); 2) Resinorte (Portugal) and 3) Hong Kong. A questionnaire was prepared and distributed to Macao residents in order to understand their perceptions and views on the existing solid waste recycling in Macao. According to the results of the case-studies and questionnaire, based on the “Polluter Pays Principle” and “Producer Responsibility Scheme”, the main objective of this research is to suggest best practices for waste recycling and management in Macao for the Government, Company, Recycling Trade Participator and the Individual Level
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One of the biggest challenges that we have encountered, when trying to encourage digital games in schools, is trying to explain what its benefits are in teaching and learning environments. In this pilot experimental study we explore how multimodal audio and visual games can be used in learning environments for children, specifically by fostering creative behaviors through User-Centered design approaches. To achieve this objective, a framework is being developed with multimodal experiences based on flexible design patterns that exploits basic visual and audio elements, allowing children from three to six years of age to play and learn through fun and subsequently trigger creative behaviors. These studies are making use of tangible objects, digital games and mobile platforms. We are making use of commercial digital games to understand and discuss the affordances of these games in an educational environment and how they support creativity in learning. (Fig.1)
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