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HOME I/O: a virtual house for control and STEM education from middle
schools to Universities

Conference Paper · June 2016

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Preprints of the 11th IFAC Symposium on Advances in ThParallel C2.2
Control Education, Bratislava, Slovakia, June 1-3, 2016

HOME I/O: a virtual house for control and STEM education


from middle schools to Universities
B. RIERA*, F. EMPRIN**, D. ANNEBICQUE***, M. COLAS* and B. VIGÁRIO****

* CReSTIC, UFR Sciences Exactes et Naturelles, University of Reims Champagne Ardenne,


Moulin de la Housse, BP 1039, 51687 Reims - France (bernard.riera@univ-reims.fr).
** CEREP, ESPE (postgraduate school of professorship and education),
University of Reims Champagne Ardenne, 23 rue Clément Ader -51100 Reims - France.
*** CReSTIC, IUT de Troyes, University of Reims Champagne Ardenne,
9 rue de Québec, BP 396, 10026 TROYES, Cedex, France
**** REAL GAMES LDA, Rua Elísio de Melo nº 39, Piso 34000-196 Porto – Portugal

Abstract: This paper deals with the result of a R&D project called “DOMUS” partially founded by the
French Ministry of National Education in order to design a virtual house adapted to control and STEM
(Science, Technology, Engineering and Mathematics) education, and usable from middle schools to
Universities. The result is software called HOME I/O. It is much more a serious game than a simulation
tool which has been designed and developed in order to be adapted to the Y generation. This 3-year R&D
project (2011-2014) is a fruitful collaboration between CReSTIC lab from the University of Reims
Champagne-Ardenne and Real Games, a Portuguese company. The main idea has been to bring a virtual
house into the class room, adapted to learners and teachers and suitable for control and STEM
interdisciplinary education. With this innovative pedagogical tool, the possibilities of pedagogical
scenarios in control and STEM education depend only on teachers’ imagination. In this paper, the main
ideas which are involved the design of HOME I/O are presented as well as the main features of the
software. An experimental stage with 50 teachers from middle and high schools has shown that this kind of
tool changes the way to teach and requires new training for teachers.
Keywords: control education, STEM, serious games, Human-Machine Systems.

account the environment. The possibilities of pedagogical


1. INTRODUCTION
scenarios (i.e. situations, questions, problems) offered by
With rapid technological change in industry around the HOME I/O depend only on teachers’ imagination.
world, it is likely that specific skills demanded in the future The first part of the paper deals with STEM and control
will differ from those required in the past. STEM (Science, education. It is shown the analogies between control and
Technology, Engineering and Mathematics) education aims STEM education and the importance of a systemic approach
at teaching Science as a practice in an interdisciplinary way. in both cases. The second part of the paper deals with HOME
Control is a field that really spans STEM education. It is why I/O and its main features. This part also presents the
Education, at all levels, is an interesting field for Human evaluation stage of HOME I/O with 50 teachers. This study
Machine System research and applications (Riera, 2009, has shown that a tool like HOME I/O modifies teachers’
Riera and Vigario, 2013) (Marangé, 2008). In this paper, we work and requires new training for them.
present an innovative pedagogical tool and pedagogic HOME I/O seems to be a very innovative pedagogical tool
principles that involved its design. The idea has been to and it was awarded with the prize “Le Coup de Coeur” in the
create a virtual house called HOME I/O. This software is 6th Edition of “TROPHÉES DES TECHNOLOGIES
much more a serious game than a simulation. It is the result ÉDUCATIVES 2014” at EDUCATEC-EDUCATICE in
of a 3-year R&D project “DOMUS” (2011-2014) partially Paris.
founded by the French Ministry of National Education,
2. STEM AND CONTROL EDUCATION
between CReSTIC lab from the University of Reims
Champagne-Ardenne and Real Games, a Portuguese STEM is a curriculum based on the idea of educating
company. The idea has been to bring a virtual house into the students in four specific disciplines — science, technology,
class room, usable from middle schools to universities, engineering and mathematics — in an interdisciplinary and
adapted to learners (Y generation) and teachers and suitable applied approach that is coupled with hands-on, problem-
for control and STEM education. HOME I/O has been based learning. The literature is intensive about STEM
designed by applying a systemic approach of education. For education (Bicer et al., 2015) (Gonzalez and Kuenzi, 2012)
that, HOME I/O enables to study the house from different (Corlu et al., 2014). Rather than teaching the four disciplines
points of view (automation, energy efficiency, smart home as separate and discrete subjects, STEM integrates them into
…), as a whole or as a set of subsystems, but taking into a cohesive learning paradigm based on real-world

Copyright © 2016 IFAC 168


applications. The term is typically used when addressing educators. Video games can be a great tool, really adapted to
education policy and curriculum choices in schools to control and STEM education (Mayo, 2009) (Arango et al.,
improve competitiveness in science and technology 2008) (Riera et al., 2009). It is with this objective that
development. All young people should be prepared to think CReSTIC lab from the University of Reims Champagne-
deeply and to think well so that they have the chance to Ardenne and Real Games, a Portuguese company, performed
become the innovators, educators, researchers, and leaders in a 3-year R&D project (2011-2014) bringing a complete
who can solve the most pressing challenges facing the world, “virtual” house, called HOME I/O, into the classroom for
both today and tomorrow. It is necessary to focus on these control and STEM education. The idea was to design an
areas together not only because the skills and knowledge in innovative pedagogical tool. HOME I/O can be freely
each discipline are essential for student success, but also downloaded at www.realgames.pt.
because these fields are deeply intertwined in the real world
3. HOME I/O: A VIRTUAL HOUSE FOR CONTROL AND
and in how students learn most effectively. STEM education
STEM EDUCATION
can begin while students are very young, from elementary
school to high schools. HOME I/O is real time simulation software (Fig. 1) of a
Control engineering courses as all technical courses in the smart house and its surrounding environment, designed to
broad sense require the transfer of knowing and know-how to cover a wide range of curriculum targets within Control,
learners. Usually, courses are divided into theoretical courses, Science, Technology, Engineering and Math, from middle
exercises, and practices. Control engineering training requires schools to universities. This project was supported, in testing
an interdisciplinary and applied approach that is coupled with and evaluation phases, by CEREP lab, the National Resource
hands-on, problem-based learning, similar to the STEM Network (RNR) in Technology and Academic Delegation to
approach. In addition, as STEM education, control education digital (DAN) of the rectorship of Reims.
requires the use of systems coming from the today life.
STEM and control education requires the use of systems 3.1 Why a virtual house?
having similar requirements:
- The technical system has to be adapted to the teacher’s Home automation is a growing trend that is becoming more
objectives which are linked to the learner’s level and to the and more popular and affordable every day. Today this term
curriculum. is rather replaced by smart house. It is used in electronics
- To keep a global perception of the technical system and its technology, automation, IT and telecommunications to ensure
environment. This point aims at always considering the safety functions (alarms, cameras and remote monitoring),
system having to be studied as a whole with its environment. living comfort (automation and job scheduling daily, remote
- To allow making errors in order to learn from errors (Boy, control, home care ...) and energy management (optimization
1996). of heating, lighting ...). The operating principle of a home
One can notice that some points are contradictory. For automation system is to centralize the control and monitoring.
instance, real equipment seems interesting but requires proper Unlike previous wired solutions often very expensive, home
integration in training applications. That also can require automation box uses the power of Internet and wireless. With
considerable room and regular maintenance, which has or without subscription, they allow open use and can be
important costs and requires qualified people; last but not controlled from a computer, a smartphone or a touch pad.
least, most applications of interest tend to be risky for the Installation is very simple, and takes just a few minutes by a
inexperienced students who are trying to making them work. non-expert user. Home automation is currently booming with
Software simulation can help a lot in this subject. In fact, this democratization. The applications are numerous, and this
computer based simulation can be a risk free, affordable and new market, which has many links with that of connected
easy to replicate training platform. In the specific case of objects, interest a lot ISPs, game console manufacturers or
industrial control and automation education and training, chains of consumer stores.
software simulations recreating industrial plants can replace The idea to simulate a house was to offer to kids, students
physical target systems (Callaghan et al., 2009). This and learners a system from the today life that they can use to
“synthetic” approach makes possible to get an inexpensive raise awareness about energy efficiency, change behaviors
training environment that does not present any risk of injury and learn about new technologies. By giving the possibility to
to man or damage to machines. Whilst synthetic (or virtual) modify the environment and the level of automation, it
training scenarios are not new – for instance flight simulators becomes possible to have one numeric tool usable from
are being used for decades in professional training middle schools to universities.
(Menendez and Bernard., 2001) – modern technology, most
derived from computer games, is making them very realistic, 3.2 Why a serious game and not only a simulation tool?
low cost and increasingly easy to use and integrate with
Young people have changed. Y generation spends more time
external devices. Moreover, computer games are also
in front of a console or a computer screen than watching
enabling the creation of “synthetic” or “simulated”
television. Video games are fascinating and probably
environments from where scientific research, education and
inescapable, attracting kids to consoles as bees to honey. In
training, career development and life-long learning are
one way or another, video games have impacted many kids’
possible and effective. Thus, computer games technology is
lives during the last decades, and presently, playing computer
getting an increasing importance in the development of
games is a favorite leisure activity for most young (and not so
valuable professional tools for scientists, engineers and
young) people (Magalhães et al., 2011). Whilst recreation

Copyright © 2016 IFAC 169


activities, extremely immersive and addictive are a natural and entertaining experience where the teacher remains in
and understandable worry for parents and educators, control of the lesson plan (i.e. the game design).
computer games can teach young children to read and count,
as well as help middle school students to learn about science
and technology. It is why serious games are now considered
as a possible educational modality. The vocation of a serious
game is to make learning attractive using the techniques of
the game (interactivity, challenge ...). The rise of serious
games is the consequence of the development of the video
game industry, whose sales worldwide now exceeds film and
music industry.
Fig. 2. HOME I/O kid room

3.3 The design stage

The design of HOME I/O was performed by placing teacher


and student in the heart of the approach. The initial
specifications stated that the software should be developed to
be used in France as part of the middle school technology
curriculum, especially around the scope "comfort and home
automation" and be complementary to Web resources and
material available today. The virtual house should also be
adapted to high school and universities. In middle school, it is
important for the software to be autonomous and does not
have to require other applications to be used. However, for
Fig. 1. HOME I/O head-up display high schools (but also higher education), the house could
From the beginning of the project, the idea was to design a rather be seen as a source of data that can interface with third
serious game where teachers and learners can play a role. party devices and software (LabView, Matlab ...) or hardware
Serious games for schools ask the essential questions of the (microcontrollers, programmable logic controllers, Arduino,
role assigned to the teacher and how to effectively integrate Raspberry Pi ...). The idea was therefore to provide an
them into an educational classroom sequence. That is why the educational tool contributing to the continuity of STEM
real issue is not the serious game and its definition but the education, from middle schools to universities.
development of digital tools for students, effective in terms of We applied a systemic approach (Riera and Debernard, 2003)
learning, and integrating into innovative teaching practices of control and STEM education, it is to say: concentrate on
where teacher has its place. Design a digital tool promoting interactions between elements, consider the effects of
investigative approach and allowing the teacher to imagine interactions, consider the global perception, deal to a
and implement multiple problem situations is the vision that multidisciplinary education, deal to an action by objectives,
led to the development of the software HOME I/O. The use and knowledge of goals. For that, HOME I/O has been
of technology and video games technologies (rendered designed in order to be able to study the house from different
graphics and sound, interactivity, attractiveness) is seen as a points of view (automation, energy efficiency, smart home),
way to promote "situation awareness," student motivation as a whole or as a set of subsystems. Complexity can thus be
and thus foster their learning. In our case, serious games are adapted to the different levels and learning objectives.
considered primarily as a digital tool that the teacher will be The design approach was also based on a thorough study of
able to use as part of his/her own teaching scenarios, thus the expression of needs. For this, the teaching of middle and
promoting multiple uses. However, the gameplay must high school curriculum in STEM has been studied, and
approach the standards of video games. This approach of experts (inspectors, teachers) were interviewed. In parallel, a
serious game is quite original because it does not withdraw technical study on the world of home automation and smart
the teacher from the education loop. He or she is the game home has been conducted. The main conclusion is that a
master. house cannot be seen and studied independently of its
In this project, the basic idea has been to get a house in the external environment. Indeed, home automation scenarios
classroom and to provide it to learners. This virtual house, necessarily take into account geographical and weather
like a video game in first person (FPS, first person shooter), elements. This vision also enables multiphysics technology to
thus becomes a place of discovery and experimentation for link automatic control with other scientific disciplines
STEM fields, that it is not possible for obvious reasons of (mathematics, physical sciences, life sciences …) even if it
cost, space and feasibility of owning in schools. HOME I/O poses difficult problem modeling not presented in this paper
is a realistic modern virtual house (Fig. 2). (heat transfer, sun position, lighting ...), especially when one
Hence, virtual does not just replace, but rather complements wants a real-time simulation. It is why HOME I/O allows you
the real. Although HOME I/O is primarily a simulation of the to place the house anywhere on the earth (Fig.3), and the
dynamic behavior of a house, the use of video games sun's position (and thus the lighting) will be realistic in
technologies can transform the simulation into an immersive accordance with the date, time and location.

Copyright © 2016 IFAC 170


lighting, fire detectors, door opening sensor, remote control,
radiators , thermostats) that can be used to automate the home
or as a source of logical or numerical data (Fig. 6). For
example, it is possible to know and monitor power
consumption.

Fig. 3. Earth map


Similarly, it is possible to change the weather conditions
(wind speed and direction, cloud cover, humidity and
minimum and maximum temperatures for one day).
Environmental parameters play on the temperature and
brightness inside the house (Fig. 4).
A simplified model has been created for real-time simulation
of heat transfer. This model includes radiation phenomena,
convection and conduction, and takes into account the
physical properties of building materials (no modifiable). The
exchanges between air masses of different temperatures are
also simulated. The model is influenced by the disturbances
created by the opening of doors and windows. The
temperature of the outside air acts on the temperature of the
house (heat transfer and airflow). The wind facilitates the Fig. 6. Interactive objects in HOME I/O
transfer of heat between the house and the outside air. The To be adapted to Y generation, interaction of the user and the
walls of the house located upwind are more reactive to heat virtual world obeys the uses of FPS games, and thus
transfer with the outside air. Cloud cover decreases the guarantees a rapid appropriation of this digital tool by
effects of radiation from the sun and sky. Finally, the students. Moving into the house is done using either the
moisture changes the dew point, which acts on how the keyboard or mouse, or a joystick. HOME I/O is also
outside air affects the temperature of the house. The goal set compatible with the Oculus Rift virtual reality helmet.
with HOME I/O is educational. This means that the house is The functional realism is just as important as graphics
a "black box", a data source and a place for experiments. rendering. We therefore based on current automation tools to
Dynamic models in HOME I/O are purely descriptive. avoid creating false problems. HOME I/O has been designed
In a house, the physical phenomena have very different to highlight the evolution of home automation. Software
dynamics. For example, a garage door or a roller blind can be solutions adopted by the home automation box manufacturers
closed in seconds. However, to achieve the steady state have therefore been studied from a functional point of view
temperature in a room can take several hours. It is therefore to propose features close to reality. With HOME I/O, the
essential to be able to speed up the time, which allows student is able to ensure both roles: home automation system
HOME I/O. Four simulation speeds are possible; the fastest designer and user. All controllable objects can be used in
simulates a 24 hour period in just 17 seconds (Fig. 5). three modes: wired, console or external.
In wired mode, the house is not automated. This is a
conventional electrical installation where all devices are
wired.

Fig. 7. Wired, console and external modes


In the console mode (Fig. 8), the controllable objects are
programmable through home automation box software by
defining scenarios (lighting, motor, heating, intrusion
Fig. 4. Environmental parameters security and domestic security). This mode is particularly
interesting in middle school because the functional aspect of
smart home can be easily explained and understood by kids,
without going into too technical considerations.
Fig. 5. Time slider
In the external mode, inputs and outputs of each object can be
It was also necessary to make choices in equipment of the
used with CONNECT I/O or third party technologies
house and the possibilities of automation. It is possible to
(software and hardware). CONNECT I/O is a soft PLC
control lighting, rollers, electric heating, an alarm system for
(programmable logic controllers) that is installed with HOME
intrusion safety and home safety (fire). Altogether HOME
I/O. CONNECT I/O interfaces, using plugins, to any type of
I/O offers 174 interactive objects (lights, switches, inverters,
software (Modbus TCP server, OPC server ...) or hardware
roller blinds, gate, garage door, sirens, motion detectors,
(Arduino, DAQ, Picaxe ...).

Copyright © 2016 IFAC 171


of automation and offer a wide range of applications adapted
to middle school, high school and university.
4. EVALUATION STAGE OF HOME I/O
It is essential to perform an evaluation stage when an
innovative pedagogical tool is proposed. Indeed, it seems
very important to us to have HOME I/O tested by teachers
and students in order to assess the educational potential. This
Fig. 8. HOME I/O console experiment was conducted in close collaboration with the
The main function blocks of IEC 61131-3 standard for Academy of Reims and a laboratory in education science
programming PLC - logical and arithmetic operators, research at the University of Reims Champagne-Ardenne
counters, timers, front, comparators ... - are present, and (CEREP). In 2013, fifty teachers from middle and high
CONNECT I/O also allows the connection between different schools participated in this phase of testing and evaluation.
technologies, both software and material. Programming is The campaign was carried out in four sequential steps:
done by dragged and dropped and interconnecting the a) HOME I/O discovery, a beta version, with all the
different objects (Fig. 9). drawbacks that this represents (bugs, no user manual,
difficulty of installation ...), was provided to testers teachers;
b) teacher assessment;
c) proposal of educational scenarios by teachers;
d) tests with students.
The complete methodology and all the results of this
experimental study can be found in (Emprin and Riera,
2014). Contrary to what we can see in other professional
training where serious games and simulators are used, HOME
I/O and the proposed approach is seen as innovative even for
pioneers teachers. The teacher is central in the teaching
learning process. It therefore seems important to offer
Fig. 9. CONNECT I/O: soft PLC for HOME I/O training to help teachers to become aware of the fact that they
This opens the field of applications of HOME I/O. This seek to be repositories of knowledge and to transmit it more
makes it possible (and easy) for instance to control HOME or less directly. However, we could validate the concept of
I/O from a smartphone (using a Modbus TCP server) or to HOME I/O with the three modes: wired, console and external
control a room temperature with LabView or MATLAB. for middle school, high school and universities. Feedback
Hence, it becomes easy for instance for the students to from teachers have also led to modify and add features to the
understand how a PID controller works. software, such as energy consumption (in kilowatt hours or
For instance at Reims Champagne-Ardenne University, cost), management of alarms in external mode system,
HOME I/O is used to start automatic control courses through improvement of the console mode, a management
the control of the brightness of a room. Students start by permissions to control the students’ actions ... The
looking for actuator (light) and sensor (brightness sensor). ergonomics and human-machine interaction have also been
Using CONNECT I/O, it is possible to observe the influences improved. For example it is possible to view its position on
of external parameters like date, night and day cycle, weather the mini-map and directly move from one room to another. In
conditions (clouds) and the roller blind position (open or fact, it has been necessary to adapt the software more to
close) on the brightness measure inside the room. Hence, it teachers than to students. Indeed, all tests with students
becomes simple to understand what a disturbance is by acting showed that they appropriated the software very quickly, and
on real time on the system. It also becomes easy to explain that the motivation was present. Finally HOME I/O and
the concepts of open loop and closed loop. Considering the CONNECT I/O were used at all levels: middle school, high
actuator as a simple proportional model, the fact to add an school and university, thus validating the idea of a common
integrator with a gain Ki and to close the loop enables to get a digital educational resource. This experiment also highlighted
first order model. At least, students can calculate Ki and to the need to share educational resources around HOME I/O
test their first controller with LabView (Fig. 10). and CONNECT I/O. A French website has been created
(www.teachathomeio.com). Teachers can find teaching
sequences, testimonials, tutorials and resources using HOME
I/O and CONNECT I/O for control and STEM education.
They are classified by levels: middle school, high school and
higher education. The aim in the future is to enrich the
website and create a community around the use of HOME
I/O. In addition, this experiment also proved that there is a
gap between our multimedia society and the today educative
Fig. 10. Brightness control room J using LabView and modalities. On November 2014, the French Ministry of
HOME I/O Education recognized the educational interest of HOME I/O,
The external mode is particularly suited to high school and following a decision by the multimedia committee (Fig. 11).
higher education. These 3 modes enable to modify the level

Copyright © 2016 IFAC 172


In addition, HOME I/O was awarded with the prize “Le Coup growth rate on high-stakes test performance.
de Coeur”, for the High Education category, in the 6th Edition International Journal of New Trends in Education and
of “TROPHÉES DES TECHNOLOGIES ÉDUCATIVES Their Implications, 6(1), 138-150.
2014” at EDUCATEC-EDUCATICE in Paris (Fig. 11). In Boy G. (1996). Learning evolution and software agents
December 2015, HOME I/O is used by around 300 schools emergence. Volume 1086 of the series Lecture Notes in
(middle, high and Universities) in France. Computer Science pp 10-25.
Callaghan, M. J. McCusker, K. Losada, J. L. Harkin, J. G.
and Wilson, S. (2009) “Teaching Engineering Education
Using Virtual Worlds and Virtual Learning
Environments,” in 2009 International Conference on
Fig. 11. Quality label “Reconnu d’Intérêt Pédagogique” for Advances in Computing, Control, and
HOME I/O and award Telecommunication Technologies, 2009, pp. 295–299.
5. CONCLUSION Corlu, M. S., Capraro, R. M., & Capraro, M. M. (2014).
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