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INTERACTION SYSTEM
BASED ON INTERNET OF
THINGS AS SUPPORT FOR
EDUCATION
Jorge G´omez,, Juan F. Huete, Oscar Hoyos, Luis Perez,
Daniela Grigori
Agenda
 Introduction
 Challenges
 Applications
 The problem
 Proposed Model
 Working System and case study
 Results

 Conclusions and Future work
 References
Introduction
The Internet of Things (IoT) (or Internet of Objects) is a new paradigm which has been
gaining space, thanks to advances in telecommunications such as the expansion of
broad bands, the new IP protocol version 6 and nanotechnology integrated into
countless electronic devices used for various tasks; ranging from mobile devices,
vehicles, appliances and more, all being connected to the Internet; allowing knowing
their status and features online, and in turn providing information to users.

¿What is the idea of IOT?

Internet
of
Things
Challenges
 Transition to IPv6
 Establish a common set of standards between companies, countries and
educational systems.
 The same applications

 The same protocol
 Development of energy sources for millions of billions of sensors.
 Privacy: is a big problem in the implementation of the OI
 Identity: the fragmentation of online identity
IOT applications
•

• Environment
• Bussines
intelligence
• Factory

Traffic
• Logistics
• Parking

Transport

Home
• Entertainment
• Security
• Health

Commnunty

Education
• Moble Learning
• Smart Objects
• Smart Spaces
The problem
Traditional learning environments lack the elements that facilitate the student learning activities supported under, this situation
leads to the generation of inert knowledge (Bereiter & Scardamalia, 1985), which can be played but does not apply in the real
world to the solution of problems.

Context

Knowledge decontextualized
Designing
Obtained

Perform

Learning Activities

Interaction

¿How to design learning activities with the support of the internet of things that allow student
interaction with their environment to enhance their learning?
Proposed Model
Working System and case study
The case study was a pilot experience with the students enrolled in the course
“Introduction to Systems Engineering”, at the Faculty of Systems Engineering of the
University of C´ordoba, Colombia. The duration of the course was one term (first
semester). The teacher plans a practical activity called ”Identifying hardware and
computer operations”. We selected this task because the students usually have
several diculties to understand how the main elements in a computer work. The task
was designed as follows:
 Learning Objective: To know the most important hardware devices of a computer
system and understand the basic operation of each device.
Working System and case study (continuation)
 Activities before practice: The system provides learning objects about the computer
hardware. The students must have studied this information before coming to
practice; their prior knowledge will be evaluated.
 In practice: the student comes to the lab with the purpose of identifying and
understand the main hardware components of a computer. The lab itself is labeled
with an NFC tag, which transfers the information to the mobile device. At this
moment, the system recognizes that the student is already on site, so the student
(the device) has instant information about those physical objects in the lab and the
system start to show the activities that have to be fulfilled by the student.
Results

In our experiment we use the results obtained by 50 students enrolled in the course “Introduction to
Systems Engineering”. The principal aim of the research is to describe how the use of Internet of
objects changes the outcomes for the students.
Results
Conclusions and Future work
The obtained results show evidence that the Internet of Objects, applied as a tool to
support the teaching process, improves student academic performance. Furthermore,
using real objects and associate them as a learning resource through the Internet of
Objects facilitates meaningful learning, as it allows to link specific knowledge to a real
context. Regarding the use of the system Internet of Objects in the experimental
group, showed that students improved their learning, which was evidenced by the
results of measuring academic outcomes compared to the control group.
The road in front of the Internet of Objects and their applications in education is just
beginning, so in the future we plan to integrate the virtual objects with a
recommendation engine.
References
THANKS
for more information:
jegjorge@gmail.com; jhg@decsai.ugr.es

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Interaction system based on internet of things as support for education

  • 1. INTERACTION SYSTEM BASED ON INTERNET OF THINGS AS SUPPORT FOR EDUCATION Jorge G´omez,, Juan F. Huete, Oscar Hoyos, Luis Perez, Daniela Grigori
  • 2. Agenda  Introduction  Challenges  Applications  The problem  Proposed Model  Working System and case study  Results  Conclusions and Future work  References
  • 3. Introduction The Internet of Things (IoT) (or Internet of Objects) is a new paradigm which has been gaining space, thanks to advances in telecommunications such as the expansion of broad bands, the new IP protocol version 6 and nanotechnology integrated into countless electronic devices used for various tasks; ranging from mobile devices, vehicles, appliances and more, all being connected to the Internet; allowing knowing their status and features online, and in turn providing information to users. ¿What is the idea of IOT? Internet of Things
  • 4. Challenges  Transition to IPv6  Establish a common set of standards between companies, countries and educational systems.  The same applications  The same protocol  Development of energy sources for millions of billions of sensors.  Privacy: is a big problem in the implementation of the OI  Identity: the fragmentation of online identity
  • 5. IOT applications • • Environment • Bussines intelligence • Factory Traffic • Logistics • Parking Transport Home • Entertainment • Security • Health Commnunty Education • Moble Learning • Smart Objects • Smart Spaces
  • 6. The problem Traditional learning environments lack the elements that facilitate the student learning activities supported under, this situation leads to the generation of inert knowledge (Bereiter & Scardamalia, 1985), which can be played but does not apply in the real world to the solution of problems. Context Knowledge decontextualized Designing Obtained Perform Learning Activities Interaction ¿How to design learning activities with the support of the internet of things that allow student interaction with their environment to enhance their learning?
  • 8. Working System and case study The case study was a pilot experience with the students enrolled in the course “Introduction to Systems Engineering”, at the Faculty of Systems Engineering of the University of C´ordoba, Colombia. The duration of the course was one term (first semester). The teacher plans a practical activity called ”Identifying hardware and computer operations”. We selected this task because the students usually have several diculties to understand how the main elements in a computer work. The task was designed as follows:  Learning Objective: To know the most important hardware devices of a computer system and understand the basic operation of each device.
  • 9. Working System and case study (continuation)  Activities before practice: The system provides learning objects about the computer hardware. The students must have studied this information before coming to practice; their prior knowledge will be evaluated.  In practice: the student comes to the lab with the purpose of identifying and understand the main hardware components of a computer. The lab itself is labeled with an NFC tag, which transfers the information to the mobile device. At this moment, the system recognizes that the student is already on site, so the student (the device) has instant information about those physical objects in the lab and the system start to show the activities that have to be fulfilled by the student.
  • 10. Results In our experiment we use the results obtained by 50 students enrolled in the course “Introduction to Systems Engineering”. The principal aim of the research is to describe how the use of Internet of objects changes the outcomes for the students.
  • 12. Conclusions and Future work The obtained results show evidence that the Internet of Objects, applied as a tool to support the teaching process, improves student academic performance. Furthermore, using real objects and associate them as a learning resource through the Internet of Objects facilitates meaningful learning, as it allows to link specific knowledge to a real context. Regarding the use of the system Internet of Objects in the experimental group, showed that students improved their learning, which was evidenced by the results of measuring academic outcomes compared to the control group. The road in front of the Internet of Objects and their applications in education is just beginning, so in the future we plan to integrate the virtual objects with a recommendation engine.