每年專案
摘要
The Internet of Things (IoT) technology has found widespread application in various facets of daily life, including education. Through the integration of IoT technology and authentic open data into educational materials, students can engage in more interactions and develop a sense of participation. This, in turn, enhances their learning interests and motivation. Additionally, students can gain a more lifelike and tangible learning encounter in the classroom, particularly through scenario-based gaming. This research endeavors to utilize the Sustainable Development Goals (SDGs) as content for the creation of IoT-integrated classroom games. These games aim to immerse participants in the intricate web of social and environmental conflicts. Employing an exploratory learning approach, the goal is to augment students' awareness of SDG issues and cultivate multiple representation literacies.
原文 | ???core.languages.en_GB??? |
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主出版物標題 | 31st International Conference on Computers in Education, ICCE 2023 - Proceedings |
編輯 | Ju-Ling Shih, Akihiro Kashihara, Weiqin Chen, Weiqin Chen, Hiroaki Ogata, Ryan Baker, Ben Chang, Seb Dianati, Jayakrishnan Madathil, Ahmed Mohamed Fahmy Yousef, Yuqin Yang, Hafed Zarzour |
發行者 | Asia-Pacific Society for Computers in Education |
頁面 | 851-853 |
頁數 | 3 |
ISBN(電子) | 9786269689026 |
出版狀態 | 已出版 - 12月 2023 |
事件 | 31st International Conference on Computers in Education, ICCE 2023 - Matsue, Shimane, Japan 持續時間: 4 12月 2023 → 8 12月 2023 |
出版系列
名字 | 31st International Conference on Computers in Education, ICCE 2023 - Proceedings |
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卷 | 2 |
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???event.eventtypes.event.conference??? | 31st International Conference on Computers in Education, ICCE 2023 |
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國家/地區 | Japan |
城市 | Matsue, Shimane |
期間 | 4/12/23 → 8/12/23 |
指紋
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