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Scenarios for Educational and Game Activities using Internet of Things\n Data

2019/06/20 by Chrysanthi Tziortzioti, Irene Mavrommati, Tziortzioti, Chrysanthi +7
Environmental Science · #Computers and Society (cs.CY) #Environmental Education and Sustainability #FOS: Computer and information sciences #Human-Computer Interaction (cs.HC) #Water Quality Monitoring Technologies #Water-Energy-Food Nexus Studies

paper · pdf · doi:10.48550/arxiv.1906.09934

openalex publication_date 2019/06/20 · openalex created_date 2025/10/10 · openalex updated_date 2026/07/28

Abstract

Raising awareness among young people and changing their behavior and habits\nconcerning energy usage and the environment is key to achieving a sustainable\nplanet. The goal to address the global climate problem requires informing the\npopulation on their roles in mitigation actions and adaptation of sustainable\nbehaviors. Addressing climate change and achieve ambitious energy and climate\ntargets requires a change in citizen behavior and consumption practices. IoT\nsensing and related scenario and practices, which address school children via\ndiscovery, gamification, and educational activities, are examined in this\npaper. Use of seawater sensors in STEM education, that has not previously been\naddressed, is included in these educational scenaria.\n

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