IMPLEMENTATION OF INTERNET OF THINGS IN STEAM EDUCATION
Session
Information Systems and Security
Description
Internet of Things is considered one of the most trending topic in the world of Information Technology. Such IoT technology is now widely used in various fields such as health care, transportation, electricity and education. In education, IoT technology contributes to improving learning efficiency in the class by enabling learners to interact with physical devices and providing appropriate learning content based on this interaction. Science, Technology, Engineering, Arts and Mathematics (STEAM) education is a curriculum in schools to improve competitiveness in science and technology development. This paper will study the influence of IoT-driven educational activities and tools like software, hardware and educational material in STEAM education. Based on the STEAM concept, this paper proposes a teaching model for Science, Technology, Engineering, and Mathematics implementing the Internet of Things and the combination of theory, practice, and innovation.
Keywords:
internet of things, STEAM, innovation, education
Proceedings Editor
Edmond Hajrizi
ISBN
978-9951-550-47-5
First Page
1
Start Date
30-10-2021 12:00 AM
End Date
30-10-2021 12:00 AM
DOI
10.33107/ubt-ic.2021.102
Recommended Citation
Proko, Eljona; Hyso, Alketa; and Gjylapi, Dezdemona, "IMPLEMENTATION OF INTERNET OF THINGS IN STEAM EDUCATION" (2021). UBT International Conference. 31.
https://knowledgecenter.ubt-uni.net/conference/2021UBTIC/all-events/31
IMPLEMENTATION OF INTERNET OF THINGS IN STEAM EDUCATION
Internet of Things is considered one of the most trending topic in the world of Information Technology. Such IoT technology is now widely used in various fields such as health care, transportation, electricity and education. In education, IoT technology contributes to improving learning efficiency in the class by enabling learners to interact with physical devices and providing appropriate learning content based on this interaction. Science, Technology, Engineering, Arts and Mathematics (STEAM) education is a curriculum in schools to improve competitiveness in science and technology development. This paper will study the influence of IoT-driven educational activities and tools like software, hardware and educational material in STEAM education. Based on the STEAM concept, this paper proposes a teaching model for Science, Technology, Engineering, and Mathematics implementing the Internet of Things and the combination of theory, practice, and innovation.