Activity-Based Gamified e-Learning for IoT and Energy Efficiency: Academic Education, Workforce Development, and Public Literacy

J Uhomoibhi, Yakov Cherner, Catherine Mkude, Gary Mullett, Tatyana Cherner

Research output: Contribution to conferencePaper

Abstract

This paper presents the activity-based reconfigurable learning and training environment build around a “Virtual Energy Efficient House” (v-EEHouse). It provides an interactive context for cross-disciplinary learning and teaching a wide spectrum of STEM topics related to solar energy, energy efficiency, and Internet of Things (IoT) technology. The target audience includes K-12 and higher education students and faculty, and general public. It can also be employed for the professional training of employees of utility industry and IoT service providers.
v-EEHouse enables users to explore energy consumption by major home systems and appliances, get familiar with the IoT technology and the domestic use of renewable energy sources, and adapt an energy-responsible behavior. The v-EEHouse and its individual components can be integrated with online courses including these delivered via the MOOC platforms including edX.
Application of the environment at different educational levels and in various settings, as well as students and instructors’ feedback is discussed.

Conference

ConferenceLINC 2019 International Conference
Abbreviated titleLINC2019
CountryUnited States
CityBoston, Massachussetts
Period18/06/1920/06/19
Internet address

Fingerprint

literacy
energy efficiency
Energy efficiency
Education
learning
education
Students
energy
student
Solar energy
Teaching
Energy utilization
higher education
Personnel
teaching
Feedback
public
Internet of things
industry
Industry

Keywords

  • e-Learning
  • literacy
  • energy efficiency
  • IoT
  • STEM
  • MOOCs

Cite this

Uhomoibhi, J., Cherner, Y., Mkude, C., Mullett, G., & Cherner, T. (2019). Activity-Based Gamified e-Learning for IoT and Energy Efficiency: Academic Education, Workforce Development, and Public Literacy. Paper presented at LINC 2019 International Conference, Boston, Massachussetts, United States.
Uhomoibhi, J ; Cherner, Yakov ; Mkude, Catherine ; Mullett, Gary ; Cherner, Tatyana. / Activity-Based Gamified e-Learning for IoT and Energy Efficiency: Academic Education, Workforce Development, and Public Literacy. Paper presented at LINC 2019 International Conference, Boston, Massachussetts, United States.4 p.
@conference{6029133170bc4063b41c1f778d078f1a,
title = "Activity-Based Gamified e-Learning for IoT and Energy Efficiency: Academic Education, Workforce Development, and Public Literacy",
abstract = "This paper presents the activity-based reconfigurable learning and training environment build around a “Virtual Energy Efficient House” (v-EEHouse). It provides an interactive context for cross-disciplinary learning and teaching a wide spectrum of STEM topics related to solar energy, energy efficiency, and Internet of Things (IoT) technology. The target audience includes K-12 and higher education students and faculty, and general public. It can also be employed for the professional training of employees of utility industry and IoT service providers.v-EEHouse enables users to explore energy consumption by major home systems and appliances, get familiar with the IoT technology and the domestic use of renewable energy sources, and adapt an energy-responsible behavior. The v-EEHouse and its individual components can be integrated with online courses including these delivered via the MOOC platforms including edX.Application of the environment at different educational levels and in various settings, as well as students and instructors’ feedback is discussed.",
keywords = "e-Learning, literacy, energy efficiency, IoT, STEM, MOOCs",
author = "J Uhomoibhi and Yakov Cherner and Catherine Mkude and Gary Mullett and Tatyana Cherner",
year = "2019",
month = "6",
day = "18",
language = "English",
note = "LINC 2019 International Conference, LINC2019 ; Conference date: 18-06-2019 Through 20-06-2019",
url = "https://jwel.mit.edu/linc-2019-program",

}

Uhomoibhi, J, Cherner, Y, Mkude, C, Mullett, G & Cherner, T 2019, 'Activity-Based Gamified e-Learning for IoT and Energy Efficiency: Academic Education, Workforce Development, and Public Literacy' Paper presented at LINC 2019 International Conference, Boston, Massachussetts, United States, 18/06/19 - 20/06/19, .

Activity-Based Gamified e-Learning for IoT and Energy Efficiency: Academic Education, Workforce Development, and Public Literacy. / Uhomoibhi, J; Cherner, Yakov ; Mkude, Catherine; Mullett, Gary ; Cherner, Tatyana.

2019. Paper presented at LINC 2019 International Conference, Boston, Massachussetts, United States.

Research output: Contribution to conferencePaper

TY - CONF

T1 - Activity-Based Gamified e-Learning for IoT and Energy Efficiency: Academic Education, Workforce Development, and Public Literacy

AU - Uhomoibhi, J

AU - Cherner, Yakov

AU - Mkude, Catherine

AU - Mullett, Gary

AU - Cherner, Tatyana

PY - 2019/6/18

Y1 - 2019/6/18

N2 - This paper presents the activity-based reconfigurable learning and training environment build around a “Virtual Energy Efficient House” (v-EEHouse). It provides an interactive context for cross-disciplinary learning and teaching a wide spectrum of STEM topics related to solar energy, energy efficiency, and Internet of Things (IoT) technology. The target audience includes K-12 and higher education students and faculty, and general public. It can also be employed for the professional training of employees of utility industry and IoT service providers.v-EEHouse enables users to explore energy consumption by major home systems and appliances, get familiar with the IoT technology and the domestic use of renewable energy sources, and adapt an energy-responsible behavior. The v-EEHouse and its individual components can be integrated with online courses including these delivered via the MOOC platforms including edX.Application of the environment at different educational levels and in various settings, as well as students and instructors’ feedback is discussed.

AB - This paper presents the activity-based reconfigurable learning and training environment build around a “Virtual Energy Efficient House” (v-EEHouse). It provides an interactive context for cross-disciplinary learning and teaching a wide spectrum of STEM topics related to solar energy, energy efficiency, and Internet of Things (IoT) technology. The target audience includes K-12 and higher education students and faculty, and general public. It can also be employed for the professional training of employees of utility industry and IoT service providers.v-EEHouse enables users to explore energy consumption by major home systems and appliances, get familiar with the IoT technology and the domestic use of renewable energy sources, and adapt an energy-responsible behavior. The v-EEHouse and its individual components can be integrated with online courses including these delivered via the MOOC platforms including edX.Application of the environment at different educational levels and in various settings, as well as students and instructors’ feedback is discussed.

KW - e-Learning

KW - literacy

KW - energy efficiency

KW - IoT

KW - STEM

KW - MOOCs

M3 - Paper

ER -

Uhomoibhi J, Cherner Y, Mkude C, Mullett G, Cherner T. Activity-Based Gamified e-Learning for IoT and Energy Efficiency: Academic Education, Workforce Development, and Public Literacy. 2019. Paper presented at LINC 2019 International Conference, Boston, Massachussetts, United States.