Raising awareness among young people and changing their behavior and habits concerning energy usage and the environment is key to achieving a sustainable planet. The goal to address the global climate problem requires informing the population on their roles in mitigation actions and adaptation of sustainable behaviors. Addressing climate change and achieve ambitious energy and climate targets requires a change in citizen behavior and consumption practices. IoT sensing and related scenario and practices, which address school children via discovery, gamification, and educational activities, are examined in this paper. Use of seawater sensors in STEM education, that has not previously been addressed, is included in these educational scenaria.

Scenarios for Educational and Game Activities using Internet of Things Data / Tziortzioti, Chrysanthi; Mavrommati, Irene; Mylonas, Georgios; Vitaletti, Andrea; Chatzigiannakis, Ioannis. - (2018), pp. 1-8. (Intervento presentato al convegno 14th IEEE Conference on Computational Intelligence and Games, CIG 2018 tenutosi a Maastricht; Netherlands) [10.1109/CIG.2018.8490370].

Scenarios for Educational and Game Activities using Internet of Things Data

Vitaletti, Andrea;Chatzigiannakis, Ioannis
2018

Abstract

Raising awareness among young people and changing their behavior and habits concerning energy usage and the environment is key to achieving a sustainable planet. The goal to address the global climate problem requires informing the population on their roles in mitigation actions and adaptation of sustainable behaviors. Addressing climate change and achieve ambitious energy and climate targets requires a change in citizen behavior and consumption practices. IoT sensing and related scenario and practices, which address school children via discovery, gamification, and educational activities, are examined in this paper. Use of seawater sensors in STEM education, that has not previously been addressed, is included in these educational scenaria.
2018
14th IEEE Conference on Computational Intelligence and Games, CIG 2018
Behavioral change; Educational scenarios; IoT; STEM; Artificial Intelligence; Computer Graphics and Computer-Aided Design; Human-Computer Interaction; Software
04 Pubblicazione in atti di convegno::04b Atto di convegno in volume
Scenarios for Educational and Game Activities using Internet of Things Data / Tziortzioti, Chrysanthi; Mavrommati, Irene; Mylonas, Georgios; Vitaletti, Andrea; Chatzigiannakis, Ioannis. - (2018), pp. 1-8. (Intervento presentato al convegno 14th IEEE Conference on Computational Intelligence and Games, CIG 2018 tenutosi a Maastricht; Netherlands) [10.1109/CIG.2018.8490370].
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11573/1215262
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