Experiences from Using Gamification and IoT-based Educational Tools in High Schools towards Energy Savings.
Federica PaganelliGeorgios MylonasGiovanni CuffaroIlaria NesiPublished in: CoRR (2019)
Keyphrases
- educational tools
- high school
- energy saving
- serious games
- energy consumption
- power consumption
- wireless sensor networks
- educational games
- energy management
- power saving
- management system
- energy efficiency
- e learning
- game design
- high school teachers
- case study
- attitudes toward
- energy efficient
- user experience
- grade students
- virtual environment
- cloud computing
- design principles
- computer games
- game play
- sensor networks
- body sensor networks
- learning processes
- database systems
- middle school
- student achievement
- routing protocol
- reinforcement learning
- cost effective
- video games