AUGMENTED REALITY AND GAMIFICATION APPROACH WITHIN THE DIMMER PROJECT
1 Politecnico di Torino (ITALY)
2 Primo Liceo Artistico Statale di Torino (ITALY)
About this paper:
Appears in:
INTED2015 Proceedings
Publication year: 2015
Pages: 2707-2714
ISBN: 978-84-606-5763-7
ISSN: 2340-1079
Conference name: 9th International Technology, Education and Development Conference
Dates: 2-4 March, 2015
Location: Madrid, Spain
Abstract:
Innovative learning methods as well as research projects dissemination can be achieved by digital technology. AR (Augmented Reality) can play a key role in the education field in order to transmit knowledge to young generations. AR is used to develop a playing cards game for children based on energy saving topics within the DIMMER (District Information Modelling and Management for Energy Reduction) European Project, where energy consumption awareness is one of its main aims. The DIMMER system enables the integration of BIM (Building Information Modelling), distribution network models, real-time data from sensors and user feedback through QR Codes and web portals. The energy performance of buildings is analyzed from their actual utilization and especially from users’ feedback. Despite pervasive sensors implementation is a necessary tool to monitor buildings, the more effective way to reach real energy saving is to pursue user awareness and promote good practices in energy using. In fact, energy information sharing has been intended as the main focus in the DIMMER game, since children can adopt good habits that will be reflected on adults behavior. The game conception has been reached by the collaboration between Politecnico di Torino and Primo Liceo Artistico Statale, as well as the staging of a theatrical show about these issues. In this way a connection between University and High School has been established about current research topics and the uses of new technologies for pedagogical purposes. AR is investigated in order to promote an interactive game for children in which the differences between good and bad practices in terms of sustainability and energy efficiency are discussed. It indeed turns out to be an effective means of communication with immediate impact on children learning. Cards are characterized by markers which are linked to 3D models through a specific software that enables their visualization on personal devices in AR. In the game, natural elements that are capable to generate energy (sun, fire, earth, water and wind) define the seed of every card. Attractive and colorful figures are used to represent renewable energy sources and their applications, while dark images represent the most polluting solutions. The DIMMER game purpose is not to pick up the higher number of cards, but saving energy through positive figures, avoiding those that involve pollution generation. This kind of approach establish an interaction between children and the energy problem by encouraging active learning through the game and raising their awareness. Children are stimulated by AR multimedia elements that make learning more interesting and entertaining.Keywords:
Augmented Reality, DIMMER Project, gamification, user awareness, energy saving.