Event Title

IMPLEMENTATION OF INTERNET OF THINGS IN STEAM EDUCATION

Session

Computer Science and Communication Engineering

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

Location

UBT Kampus, Lipjan

Start Date

30-10-2021 12:00 AM

End Date

30-10-2021 12:00 AM

DOI

10.33107/ubt-ic.2021.378

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Oct 30th, 12:00 AM Oct 30th, 12:00 AM

IMPLEMENTATION OF INTERNET OF THINGS IN STEAM EDUCATION

UBT Kampus, Lipjan

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.