Scenarios for Educational and Game Activities using Internet of Things Data
June 20, 2019 Β· Declared Dead Β· π IEEE Conference on Computational Intelligence and Games
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Authors
Chrysanthi Tziortzioti, Irene Mavrommati, Georgios Mylonas, Andrea Vitaletti, Ioannis Chatzigiannakis
arXiv ID
1906.09934
Category
cs.HC: Human-Computer Interaction
Cross-listed
cs.CY
Citations
10
Venue
IEEE Conference on Computational Intelligence and Games
Last Checked
4 months ago
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.
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