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Search indexed NASA NTRS and DOE OSTI research on propulsion, heat transfer, battery materials and energy systems. Follow report and document links to the original sources.

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A web-based decision support system for collaborative mitigation of multiple water-related hazards using serious gaming

The paper presents a web-based application developed as a medium for executing a serious game to enhance multi-jurisdictional collaborative planning and decision making for mitigation of multiple hazards related to water (i.e., floods, soil erosions, water quality). The gaming application is integrated into the Iowa Watershed Decision Support System (IoWaDSS) designed to serve as a comprehensive multi-sectoral data repository along with the simulation results of process modeling to educate and inform communities on the status of their watersheds during extreme conditions. The interactive serious gaming application was devised to encourage public engagement, facilitate communication and positive relationship between watershed communities, and make the decision process more attractive and transparent for the stakeholders. The web environment offers easily-accessible, user-friendly interfaces that match the skills and knowledge level of a non-technical user. Developed with adaptive design and flexible architecture, the gaming application is generalizable and extendable to support hazard mitigation in other watersheds.

54 ENVIRONMENTAL SCIENCES↗

The Hydropower Game: An Interactive Learning Tool for the Future Hydropower Workforce

This report documents a Seedling project supported by the U.S. Department of Energy (DOE) Water Power Technologies Office (WPTO), conducted by Argonne National Laboratory (ANL) and the National Laboratory of the Rockies (NLR). The Seedling and Sapling Program provides small grants over short duration to enable early-stage research at national laboratories. This funding mechanism is intended to cultivate innovative ideas and expand research road maps in hydropower and marine energy technologies. Under this Seedling award, the project team developed an educational outreach tool, or “serious game”, built in Python and powered by the Pygame library, aimed at teaching fundamental hydropower concepts through an engaging, interactive learning experience. The game features multiple lessons covering several hydropower topics while allowing for expansion and customization in the instance of future funding availability: • Hydropower Plant Types: Players explore and compare the mechanics and applications of run-of-river, dam hydropower, and pumped-storage hydropower. • Flow Dynamics and Power Generation: Interactive tasks demonstrate how release rate and hydraulic head combine to determine power output. • Grid Operations and Load Following: Simulations illustrate how hydropower facilities respond to fluctuating electricity demand to balance the grid. • Market Integration: Levels scaffold understanding of how hydropower interfaces with the broader energy market, including operational and economic considerations. The tool was showcased at several science, technology, engineering, and mathematics (STEM) outreach events, where it was demoed to students, educators, and the general public. These events provided valuable opportunities to collect feedback on the gameplay, storyline, and educational objectives from a wide audience. The game was presented at STEMapalooza, Introduce a Girl to Engineering Day, STEMCON, and Clean Currents 2025. Insights gathered during these demonstrations informed refinements to the game’s user experience and strengthened its effectiveness as an educational tool for teaching hydropower concepts. This report outlines the game’s design philosophy, educational objectives, technical implementation, user experience insights, and potential for broader deployment within educational and workforce development contexts. It emphasizes how gamified learning can demystify complex hydropower science and inspire interest in water-power technologies. The project’s success demonstrates the value of Seedling funding in fostering creative, lowcost educational tools that support DOE’s mission to advance energy literacy and innovation. The report concludes with recommendations for expanding the tool by adding new levels, integrating assessment metrics, and exploring commercialization or deployment pathways through future Sapling funding. The official webpage of the Hydropower Game, which includes a link to the educational tool, can be accessed at www.anl.gov/hydropower/hydropower-game.

13 HYDRO ENERGY↗

Designing interagency responses to wicked problems: A viable system model board game

Government agencies struggle to address wicked problems because they are open-ended, highly interdependent issues that cross agency, stakeholder, jurisdictional, and geopolitical boundaries. While both quantitative modelling and qualitative problem structuring methodologies have been used to support interagency decision making in the past, co-designing an effective interagency organization to collaboratively tackle wicked problems is more challenging. Few approaches have been developed to enable such efforts. This paper explains how the viable system model (VSM) was implemented through a board game, which was employed to co-design an interagency meta-organization that would be capable of more effectively collaborating to jointly address a wicked problem: international organized drug crime and its interface with local gangs in Chicago, USA. The board game was developed to make the VSM easier for the participants to learn, given that the cybernetic language and engineering-influenced diagrams in the original literature can be off-putting to leaders and managers. The board game was used as the final stage of a multi-method, systemic approach, which involved boundary critique and problem structuring as well as deployment of the VSM. The research findings indicate that the VSM board game, used as part of a larger mixed-methods systemic intervention, contributes to building trust in the value of systems thinking amongst the participants, and sets up a rich context for collaboration on multi-agency co-design. The game therefore offers significant promise as part of the co-design of interagency responses to wicked problems because it creates an embodied process for stakeholders to learn about the VSM. It also reduces the work involved in this learning. Thus, the game enables an effective appropriation of the VSM language and criteria.

Business & Economics↗