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Experiences from Using Gamification and IoT-based Educational Tools in\n High Schools towards Energy Savings

2019/09/02 by Federica Paganelli, Georgios Mylonas, Paganelli, Federica +5
Computer Science · Environmental Science · Social Sciences · #Mobile Learning in Education #Environmental Education and Sustainability #Child Development and Digital Technology

paper · pdf · doi:10.48550/arxiv.1909.00699

Abstract

Raising awareness among young people, and especially students, on the\nrelevance of behavior change for achieving energy savings is increasingly being\nconsidered as a key enabler towards long-term and cost-effective energy\nefficiency policies. However, the way to successfully apply educational\ninterventions focused on such targets inside schools is still an open question.\nIn this paper, we present our approach for enabling IoT-based energy savings\nand sustainability awareness lectures and promoting data-driven energy-saving\nbehaviors focused on a high school audience. We present our experiences toward\nthe successful application of sets of educational tools and software over a\nreal-world Internet of Things (IoT) deployment. We discuss the use of\ngamification and competition as a very effective end-user engagement mechanism\nfor school audiences. We also present the design of an IoT-based hands-on lab\nactivity, integrated within a high school computer science curricula utilizing\nIoT devices and data produced inside the school building, along with the\nNode-RED platform. We describe the tools used, the organization of the\neducational activities and related goals. We report on the experience carried\nout in both directions in a high school in Italy and conclude by discussing the\nresults in terms of achieved energy savings within an observation period.\n

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