A field study in one Italian high school suggests that combining a gamified energy challenge with hands-on IoT sensor activities increased student engagement and enabled a measured lighting-energy saving of roughly 21 kWh per day.
Games 9(3) (2018)
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Experiences from Using Gamification and IoT-based Educational Tools in High Schools towards Energy Savings
A field study in one Italian high school suggests that combining a gamified energy challenge with hands-on IoT sensor activities increased student engagement and enabled a measured lighting-energy saving of roughly 21 kWh per day.