Experiences from Using Gamification and IoT-based Educational Tools in High Schools towards Energy Savings
Federica Paganelli, Georgios Mylonas, Giovanni Cuffaro, and Ilaria, Nesi

TL;DR
This paper explores the use of gamification and IoT-based educational tools in high schools to promote energy-saving behaviors, demonstrating effective engagement and measurable energy savings through real-world deployment.
Contribution
It presents a novel approach integrating gamification, IoT devices, and data-driven activities within high school curricula to enhance energy awareness and savings.
Findings
Successful engagement of students through gamification and competitions.
Implementation of IoT-based hands-on labs within curricula.
Achieved measurable energy savings in real-world deployment.
Abstract
Raising awareness among young people, and especially students, on the relevance of behavior change for achieving energy savings is increasingly being considered as a key enabler towards long-term and cost-effective energy efficiency policies. However, the way to successfully apply educational interventions focused on such targets inside schools is still an open question. In this paper, we present our approach for enabling IoT-based energy savings and sustainability awareness lectures and promoting data-driven energy-saving behaviors focused on a high school audience. We present our experiences toward the successful application of sets of educational tools and software over a real-world Internet of Things (IoT) deployment. We discuss the use of gamification and competition as a very effective end-user engagement mechanism for school audiences. We also present the design of an IoT-based…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
