# Scenarios for Educational and Game Activities using Internet of Things   Data

**Authors:** Chrysanthi Tziortzioti, Irene Mavrommati, Georgios Mylonas, Andrea, Vitaletti, Ioannis Chatzigiannakis

arXiv: 1906.09934 · 2019-06-25

## TL;DR

This paper explores IoT-based scenarios and practices, including seawater sensors, for educational and gamified activities aimed at raising awareness and promoting sustainable behaviors among young people.

## Contribution

It introduces novel IoT scenarios, including seawater sensors in STEM education, to enhance environmental awareness and engagement among school children.

## Key findings

- IoT scenarios can effectively promote environmental awareness.
- Seawater sensors are a new addition to STEM education activities.
- Gamification enhances engagement in educational IoT activities.

## Abstract

Raising awareness among young people and changing their behavior and habits concerning energy usage and the environment is key to achieving a sustainable planet. The goal to address the global climate problem requires informing the population on their roles in mitigation actions and adaptation of sustainable behaviors. Addressing climate change and achieve ambitious energy and climate targets requires a change in citizen behavior and consumption practices. IoT sensing and related scenario and practices, which address school children via discovery, gamification, and educational activities, are examined in this paper. Use of seawater sensors in STEM education, that has not previously been addressed, is included in these educational scenaria.

## Full text

_Full body text omitted from this summary view._ Fetch the complete paper as Markdown: https://tomesphere.com/paper/1906.09934/full.md

## Figures

3 figures with captions in the complete paper: https://tomesphere.com/paper/1906.09934/full.md

## References

44 references — full list in the complete paper: https://tomesphere.com/paper/1906.09934/full.md

---
Source: https://tomesphere.com/paper/1906.09934