Experiences from Using Gamification and IoT-Based Educational Tools in High Schools Towards Energy Savings.
Federica PaganelliGeorgios MylonasGiovanni CuffaroIlaria NesiPublished in: AmI (2019)
Keyphrases
- educational tools
- high school
- energy saving
- serious games
- energy consumption
- power consumption
- wireless sensor networks
- power saving
- educational games
- energy management
- e learning
- high school teachers
- game design
- energy efficiency
- virtual environment
- user experience
- energy efficient
- management system
- case study
- game play
- attitudes toward
- middle school
- grade students
- social studies
- body sensor networks
- classroom teaching
- computer games
- arithmetic operations
- video games
- smart home
- routing algorithm
- learning processes
- learning scenarios
- student teachers
- software engineering