The Education of Things (EoT) for Smart Learning Through IoT Intervention: A Case Study Based Analysis

Author(s):  
R. S. S. Nehru ◽  
Srabanti Chakraborty
Keyword(s):  
2021 ◽  
Vol 8 (1) ◽  
Author(s):  
Pen Lister

AbstractThis paper discusses the uses and applications of the Pedagogy of Experience Complexity for Smart Learning (PECSL), a four-tier model of considerations for the design and development of smart learning activities. Using existing mobile apps and relevant activities as illustrative examples, the PECSL is applied to indicate concepts and mechanisms by which useful pedagogical considerations can work alongside user-centred design principles for the design and development of smart learning in urban hyper-localities. Practical application of the model is discussed using real world examples of activities as a basis to demonstrate the potential for manifold opportunities to learn, and plan for experience complexity in a smart learning activity. Case study approaches reflect on aspects of the PECSL in how it might be a useful and pragmatic guide to some of the issues faced when designing digital citizen learning activities in complex urban environments.


2018 ◽  
Vol 19 (2) ◽  
pp. 49-61
Author(s):  
Jin-Hee Kim ◽  
◽  
Yeon-Ja Joung ◽  
Keyword(s):  

2018 ◽  
Vol 16 (3) ◽  
pp. 235-244 ◽  
Author(s):  
Kim Hye Kyun ◽  
고광일
Keyword(s):  

2020 ◽  
Vol 11 (2) ◽  
pp. 353-375
Author(s):  
Judita Kasperiuniene ◽  
Ilona Tandzegolskiene

Aim. The modern museum becomes an attractive learning place and space where the visitor, depending on age and competence, develops personal experience, and constructs the learning process based on personalized goals. The article aims to reveal how spaces in museums are exploited, in what ways visitors are involved in a narrative that connects the present and the past. Concept. The research uses a case-study method to investigate the POLIN Museum of the History of Polish Jews (Poland), Ruhr Museum (Germany), and Vienna Technical Museum (Austria). Within the smart learning environment context, this study explains how to encourage museum visitors to learn and seek answers. Results and conclusion. Four main directions are emphasized: the construction of a narrative through the creation of spaces and places, the creation of a historical narrative through simulacra, the educational effect of smart solutions, and the edutainment. The findings show that change in the museum by combining design solutions, historical narrative, time experience, and smart technologies leads to cognitive, engaging learning, touching, feeling, and experiencing different emotions, encouraging a return to the museum, inviting to learn, and shaping one's personal experience. Cognitive value. Contemporary museums invite visitors to a new experience combining artistic space design, storytelling, individual time management, and the use of smart learning environments. These challenges are shifting museum narratives and influencing non-formal learning programs. Authors raise a discussion of how, by exploiting museum spaces, the visitors are involved in the stories, and how the smart learning environment is created in a modern museum.


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