Active and game-based learning represent a strategic method to accomplish the dissemination step of the District Information Modelling and Management for Energy Reduction (DIMMER) Project that involves public and users awareness. DIMMER is an European Research Project funded by the 7th Frame Program that aims at the integration of Building Information Modelling (BIM) methodology and district energy distribution networks models with real-time data from pervasive sensors (both at network and building level) and user-profile as well as feedback information. The main purposes of the research are (1) visualize real-time energy related information thanks to an open service platform, (2) obtain energy distribution optimization, (3) optimize policies based on more detailed information. Despite energy monitoring and network policies are the principals pursued strategies, a more effective way to gain a real energy saving is to prosecute user’s awareness, promote good practices and a more conscious energy usage. In order to achieve these goals, the Augmented Reality (AR) technology was used to develop a game able to transmit and share knowledge about energy consumption and human behaviours, exploring the gamification field for pedagogical purposes. The “DIMMER’s wheel” is an interactive game inspired by the famous “Wheel of Fortune”, composed by nine slices: seven represent the DIMMER Turin demonstrator buildings, while the other two represent a “Chance” and an “Hitch”. Each building symbolizes a category of sustainability (green, material, systems, energy, history, sensors, innovation and smart living), while the other slices stand for a “green action” (called “Ecolabel”) or a “waste action” (called “Pollution”). Thanks to the BIM interoperable flow, building models are displayed on a monitor through a marker, which enables the AR visualization. This technology represents an effective means of communication with an immediate impact on children learning. Turning the wheel, players fall into a category and have to answer questions related to that specific topic. In general, questions concern knowledge of energy reduction methods and behaviours towards sustainability. Depending on the right/ wrong answer they win/ lose points. This game, developed with AR multimedia elements, enhances children’s learning making difficult topics more interesting and entertaining. This kind of approach promotes children’s interest on energy issues by encouraging active learning through the game and increasing their awareness, playing a key role for an effective development of a smart city.

The DIMMER project user awareness: Innovative Gamification approach through Augmented Reality / Semeraro, Francesco; Ugliotti, FRANCESCA MARIA; Osello, Anna; DEL GIUDICE, Matteo; Rapetti, Niccolo'. - ELETTRONICO. - EDULEARN16 Proceedings. 8th International Conference on Education and New Learning Technologies July 4th-6th, 2016 — Barcelona, Spain.:(2016), pp. 5104-5112. (Intervento presentato al convegno EDULEARN16. 8th International Conference on Education and New Learning Technologies. tenutosi a Barcelona (ES) nel 4-6 Luglio 2016) [10.21125/edulearn.2016].

The DIMMER project user awareness: Innovative Gamification approach through Augmented Reality

SEMERARO, FRANCESCO;UGLIOTTI, FRANCESCA MARIA;OSELLO, Anna;DEL GIUDICE, MATTEO;RAPETTI, NICCOLO'
2016

Abstract

Active and game-based learning represent a strategic method to accomplish the dissemination step of the District Information Modelling and Management for Energy Reduction (DIMMER) Project that involves public and users awareness. DIMMER is an European Research Project funded by the 7th Frame Program that aims at the integration of Building Information Modelling (BIM) methodology and district energy distribution networks models with real-time data from pervasive sensors (both at network and building level) and user-profile as well as feedback information. The main purposes of the research are (1) visualize real-time energy related information thanks to an open service platform, (2) obtain energy distribution optimization, (3) optimize policies based on more detailed information. Despite energy monitoring and network policies are the principals pursued strategies, a more effective way to gain a real energy saving is to prosecute user’s awareness, promote good practices and a more conscious energy usage. In order to achieve these goals, the Augmented Reality (AR) technology was used to develop a game able to transmit and share knowledge about energy consumption and human behaviours, exploring the gamification field for pedagogical purposes. The “DIMMER’s wheel” is an interactive game inspired by the famous “Wheel of Fortune”, composed by nine slices: seven represent the DIMMER Turin demonstrator buildings, while the other two represent a “Chance” and an “Hitch”. Each building symbolizes a category of sustainability (green, material, systems, energy, history, sensors, innovation and smart living), while the other slices stand for a “green action” (called “Ecolabel”) or a “waste action” (called “Pollution”). Thanks to the BIM interoperable flow, building models are displayed on a monitor through a marker, which enables the AR visualization. This technology represents an effective means of communication with an immediate impact on children learning. Turning the wheel, players fall into a category and have to answer questions related to that specific topic. In general, questions concern knowledge of energy reduction methods and behaviours towards sustainability. Depending on the right/ wrong answer they win/ lose points. This game, developed with AR multimedia elements, enhances children’s learning making difficult topics more interesting and entertaining. This kind of approach promotes children’s interest on energy issues by encouraging active learning through the game and increasing their awareness, playing a key role for an effective development of a smart city.
2016
978-84-608-8860-4
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11583/2646763
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