30,495 research outputs found

    Special Libraries, March 1955

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    Volume 46, Issue 3https://scholarworks.sjsu.edu/sla_sl_1955/1002/thumbnail.jp

    Scenarios for Educational and Game Activities using Internet of Things Data

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    Raising awareness among young people and changing their behavior and habits concerning energy usage and the environment is key to achieving a sustainable planet. The goal to address the global climate problem requires informing the population on their roles in mitigation actions and adaptation of sustainable behaviors. Addressing climate change and achieve ambitious energy and climate targets requires a change in citizen behavior and consumption practices. IoT sensing and related scenario and practices, which address school children via discovery, gamification, and educational activities, are examined in this paper. Use of seawater sensors in STEM education, that has not previously been addressed, is included in these educational scenaria

    Educating and Training Library Practitioners: A Comparative History with Trends and Recommendations

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