Using gamification and IoT-based educational tools towards energy savings - some experiences from two schools in Italy and Greece.
Georgios MylonasFederica PaganelliGiovanni CuffaroIlaria NesiDionysis KarantzisPublished in: J. Ambient Intell. Humaniz. Comput. (2023)
Keyphrases
- educational tools
- energy saving
- serious games
- european countries
- energy consumption
- power consumption
- educational games
- wireless sensor networks
- energy management
- e learning
- power saving
- game design
- energy efficient
- high school
- case study
- user experience
- management system
- energy efficiency
- educational settings
- video games
- professional development
- virtual environment
- sensor networks
- game play
- cloud computing
- learning scenarios
- school teachers
- low cost
- learning experience
- learning processes
- computer games
- design principles
- data sets
- body sensor networks