Raising Awareness for Water Polution Based on Game Activities Using Internet of Things | SpringerLink
Skip to main content

Raising Awareness for Water Polution Based on Game Activities Using Internet of Things

  • Conference paper
  • First Online:
Ambient Intelligence (AmI 2018)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 11249))

Included in the following conference series:

Abstract

Awareness among young people regarding the environment and its resources and comprehension of the various factors that interplay, is key to changing human behaviour towards achieving a sustainable planet. In this paper IoT equipment, utilizing sensors for measuring various parameters of water quality, is used in an educational context targeting at a deeper understanding of the use of natural resources towards the adoption of environmentally friendly behaviours. We here note that the use of water sensors in STEM gameful learning is an area which has not received a lot of attention in the previous years. The IoT water sensing and related scenaria and practices, addressing children via discovery, gamification, and educational activities, are discussed in detail.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
¥17,985 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
JPY 3498
Price includes VAT (Japan)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
JPY 5719
Price includes VAT (Japan)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
JPY 7149
Price includes VAT (Japan)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

Notes

  1. 1.

    https://www.st.com/resource/en/user_manual/dm00329995.pdf.

  2. 2.

    https://www.dfrobot.com/wiki/index.php/PH_meter(SKU:_SEN0161).

  3. 3.

    https://www.dfrobot.com/wiki/index.php/Turbidity_sensor_SKU:_SEN0189.

  4. 4.

    https://www.thethingsnetwork.org/.

References

  1. Green paper marine knowledge 2020, mapping to ocean forecasting. Technical report, Luxembourg: Publications Office of the European Union, COM (2012) 473 final (2012). ISBN: 9789279-25350-8

    Google Scholar 

  2. Whitebread, D., et al.: A report on the value of childrens play with a series of policy recommendations. Technical report, Written for Toy Industries of Europe (TIE) (2012)

    Google Scholar 

  3. Energy Serious Game. http://www.2020energy.eu/game

  4. Akribopoulos, O., Chatzigiannakis, I., Koninis, C., Theodoridis E.: A web services-oriented architecture for integrating small programmable objects in the web of things. In: Developments in E-systems Engineering (DESE), 2010, pp. 70–75. IEEE (2010)

    Google Scholar 

  5. Amaxilatis, D., Akrivopoulos, O., Mylonas, G., Chatzigiannakis, I.: An IoT-based solution for monitoring a fleet of educational buildings focusing on energy efficiency. Sensors 17(10), 2296 (2017)

    Article  Google Scholar 

  6. Baichtal, J.: Building Your Own Drones: A Beginners’ Guide to Drones, UAVs, and ROVs, 1st edn. Que Publishing Company, US (2015)

    Google Scholar 

  7. Brossard, D., Lewenstein, B., Bonney, R.: Scientific knowledge and attitude change: the impact of a citizen science project. Int. J. Sci. Educ. 27(9), 1099–1121 (2005)

    Article  Google Scholar 

  8. Burke, J., et al.: Participatory sensing. In: Workshop on World-Sensor-Web (WSW06): Mobile Device Centric Sensor Networks and Applications, pp. 117–134 (2006)

    Google Scholar 

  9. Chatzigiannakis, I., et al.: True self-configuration for the IoT. In: 3rd International Conference on the Internet of Things (IOT) 2012, pp. 9–15. IEEE (2012)

    Google Scholar 

  10. Chatzigiannakis, I., Kröller, A., Mavrommati, I.: Indoors multi-visitors pervasive installations using mobile sensor networks. In: Proceedings of the 2011 International Conference on Indoor Positioning and Navigation (IPIN 2011), September 2011

    Google Scholar 

  11. Chatzigiannakis, I., Mylonas, G., Kokkinos, P., Akribopoulos, O., Logaras, M., Mavrommati, I.: Implementing multiplayer pervasive installations based on mobile sensing devices: field experience and user evaluation from a public showcase. J. Syst. Softw. 84, 1989–2004 (2011)

    Article  Google Scholar 

  12. Chryssafidou, E., et al.: Developing tools that support effective mobile and game based learning: the collage platform. In: Architectures for Distributed and Complex M-Learning Systems: Applying Intelligent Technologies (2010)

    Google Scholar 

  13. Czerniak, C.M., Weber Jr., W.B., Sandmann, A., Ahern, J.: A literature review of science and mathematics integration. Sch. Sci. Math. 99(8), 421–430 (1999)

    Article  Google Scholar 

  14. Dimaraki, E.V., Schmoelz, A., Koulouris, P.: Scenarios as pedagogical devices: designing activities for game-based learning. In: Proceedings of the International Conference of Education, Research and Innovation (in print)

    Google Scholar 

  15. Free Energy Game, PG&E. http://www.freeenergygame.com/

  16. Frykholm, J., Glasson, G.: Connecting science and mathematics instruction: pedagogical context knowledge for teachers. Sch. Sci. Math. 105(3), 127–141 (2005)

    Article  Google Scholar 

  17. Göbel, S., Hardy, S., Wendel, V., Mehm, F., Steinmetz, R.: Serious games for health: personalized exergames. In: Proceedings of the International Conference on Multimedia, pp. 1663–1666. ACM (2010)

    Google Scholar 

  18. Heggen, S.: Participatory sensing: repurposing a scientific tool for stem education. Interactions 20(1), 18–21 (2013)

    Article  Google Scholar 

  19. Kotovirta, V., Toivanen, T., Tergujeff, R., Huttunen, M.: Participatory sensing in environmental monitoring - experiences. In: 2012 Sixth International Conference on Innovative Mobile and Internet Services in Ubiquitous Computing, pp. 155–162, July 2012

    Google Scholar 

  20. Mallon, E., Beddows, P.: The Cave Pearl Project: Developing a Summersible Data Logger System for Long Term Environmental Monitoring. https://thecavepearlproject.org

  21. Koulouris, P., Dimaraki, E.: Engaging school communities in the design of game-based learning to foster creativity. In: Proceedings of the LD-Skills: The Future of Learning Design Conference (2012)

    Google Scholar 

  22. Petrioli, C., Potter, J., Petroccia, R.: Sunrise sensing, monitoring and actuating on the underwater world through a federated research infrastructure extending the future internet. In: Proceedings of EMSO 2013, Rome, Italy, 17 November 2013 (2013). Demo also presented

    Google Scholar 

  23. Pierce, J., Paulos, E.: Materializing energy. In: Proceedings of the 8th ACM Conference on Designing Interactive Systems, pp. 113–122. ACM (2010)

    Google Scholar 

  24. Pocero, L., Amaxilatis, D., Mylonas, G., Chatzigiannakis, I.: Open source IoT meter devices for smart and energy-efficient school buildings. HardwareX (2017)

    Google Scholar 

  25. Siements, Power your World serious game. http://www.powermatrixgame.com

  26. Reeves, B., Cummings, J.J., Scarborough, J.K., Flora, J., Anderson, D.: Leveraging the engagement of games to change energy behavior. In: Smari, W.W., Fox, G.C. (eds.) CTS, pp. 354–358. IEEE (2012)

    Google Scholar 

  27. Sanders, M.E.: Stem, stem education, stemmania (2008)

    Google Scholar 

  28. SAVE ENERGY FP7 project. http://www.ict4saveenergy.eu/

  29. Shahali, E.H.M., Halim, L., Rasul, M.S., Osman, K., Zulkifeli, M.A.: Stem learning through engineering design: Impact on middle secondary students interest towards stem. EURASIA J. Math. Sci. Technology. Educ. 13(5), 1189–1211 (2017)

    Article  Google Scholar 

  30. Sun, W., Li, Q., Tham, C.K.: Wireless deployed and participatory sensing system for environmental monitoring. In: 2014 Eleventh Annual IEEE International Conference on Sensing, Communication, and Networking (SECON), pp. 158–160, June 2014

    Google Scholar 

Download references

Acknowledgements

We would like to thank Adriano Pimpini and Gabrio Tognozzi, students of the Sapienza University of Rome that helped in the development of the prototype system. This work has been partially supported by the EU research project “Green Awareness In Action” (GAIA), funded under contract number 696029 and the research project Designing Human-Agent Collectives for Sustainable Future Societies (C26A15TXCF) of Sapienza University of Rome. This document reflects only the authors’ view and the EC and EASME are not responsible for any use that may be made of the information it contains.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Ioannis Chatzigiannakis .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Tziortzioti, C., Andreetti, G., Rodinò, L., Mavrommati, I., Vitaletti, A., Chatzigiannakis, I. (2018). Raising Awareness for Water Polution Based on Game Activities Using Internet of Things. In: Kameas, A., Stathis, K. (eds) Ambient Intelligence. AmI 2018. Lecture Notes in Computer Science(), vol 11249. Springer, Cham. https://doi.org/10.1007/978-3-030-03062-9_14

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-03062-9_14

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-03061-2

  • Online ISBN: 978-3-030-03062-9

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics