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Type of publication:Book
Entered by:mylonas
TitleExperiences from Using Gamification and IoT-based Educational Tools in High Schools towards Energy Savings
Bibtex cite IDRACTI-RU1-2019-5
Booktitle Ambient Intelligence. AmI 2019. Lecture Notes in Computer Science
Year published 2019
Month November
Volume 11912
Publisher Springer Nature
ISBN 978-3-030-34255-5
DOI 10.1007/978-3-030-34255-5_6
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 hands-on lab activity, integrated within a high school computer science curriculum utilizing IoT devices and data produced inside the school building, along with the Node-RED platform. We describe the tools used, the organization of the educational activities and related goals. We report on the experience carried out in both directions in a high school in Italy and conclude by discussing the results in terms of achieved energy savings within an observation period.
Paganelli, Federica
Mylonas, Georgios
Cuffaro, Giovanni
Nesi, Ilaria
Publication ID1278