Gamification-Based Teaching Materials for IoT Education in VET Schools

IOT@VET is an education-focused project supported by the European Union’s Erasmus+ program. It aims to develop digital course modules on IoT, AI-based assessment support tools for online education, and an online teaching platform based on gamification concepts.


Vocational education is one of the most important pillars of education and training in the world. Starting with the COVID-19 pandemic, distance/online education has been used and praised increasingly in vocational education as in all other education forms and programs. However, the lack of digital content in vocational education and the difficulties faced by teachers in performing their professional practices emerged as important problems in conducting distance education. In addition, several reports by the EU and UNESCO indicate that it is difficult to measure and evaluate students in distance education. For this, innovative measurement and evaluation systems that can be used in both distance and on-campus education should be developed. 

The Internet of Things (IoT) technologies play an increasingly more important role in many areas of practical life, such as smart cities, smart factories, smart agriculture, etc. Therefore, the need for qualified employees in the field of IoT has been on the rise. This necessitates students to be trained with innovative IoT course materials that are aligned with the needs of the practical real-life problems and with the labor market in those areas.


IOT@VET project focuses on the development of teacher- and student-centered intellectual outputs in order to train the workforce that will be needed in the field of IoT. In this regard, the project aims to

  • ensure the development of digital skills and innovative technologies to improve the teaching environment.
  • increase the supply of human resources in the field of IoT and to provide these people with the necessary qualifications.


Concrete target outcomes of the project are 

  • Digital course modules for IoT
  • AI-supported modern assessment platform
  • Gamification-based distance learning platform for IoT teaching and assessment


Primary target groups of the project are VET teachers-/trainers, and students aged 14-20. Secondary target groups are lecturers in NGOs, vocational training centers, and the general interested public.


From 01.11.2021 to 31.03.2024


Internet of Things, vocational education, practical training, gamification, Erasmus+


Dr. Fikret Sivrikaya