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Gamification and the Internet of Things in Education

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Handbook on Intelligent Techniques in the Educational Process

Part of the book series: Learning and Analytics in Intelligent Systems ((LAIS,volume 29))

Abstract

Gamification and the Internet of Things will impact education in a manner previously impossible. Gamified tools built upon game engines will offer opportunities in the development of innovative virtual labs and other interactive experiences for students. The Internet of Things can provide real-world data visualization in near real-time. Combining these fields, it becomes possible to develop realistic and safe simulation environments with real life data or triggering systems taking the student learning experience in whole new levels.

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Pappas, G., Siegel, J., Vogiatzakis, I.N., Politopoulos, K. (2022). Gamification and the Internet of Things in Education. In: Ivanović, M., Klašnja-Milićević, A., Jain, L.C. (eds) Handbook on Intelligent Techniques in the Educational Process. Learning and Analytics in Intelligent Systems, vol 29. Springer, Cham. https://doi.org/10.1007/978-3-031-04662-9_15

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  • DOI: https://doi.org/10.1007/978-3-031-04662-9_15

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