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Τεκμήριο Smart learning ecosystem for interactive STEAM education based on gamification and IoT technologies: a case study using app inventor(ΕΛΜΕΠΑ, Σχολή Μηχανικών (ΣΜΗΧ), ΠΜΣ Μηχανικών Πληροφορικής, 2026-06-02) Charonitis, Aris; Χαρωνίτης, Άρης; Panagiotakis, Spyridon; Παναγιωτάκης, ΣπυρίδωνThe rapid evolution of the Fourth Industrial Revolution, compounded by the disruptions of the COVID-19 pandemic, has exposed critical deficiencies in conventional digital learning infrastructures, particularly in their capacity to sustain learner engagement, deliver hands-on experiential learning, and provide adaptive, timely assessment within asynchronous environments. This thesis presents the design, development, and functional validation of a Smart Learning Ecosystem (SLE) conceived to address these challenges through the integration of gamification, Internet of Things (IoT) technologies, and a structured visual-to-textual programming pathway within a STEAM educational framework. The proposed ecosystem is architectured around Moodle as its central orchestration layer, augmented by MIT App Inventor for mobile IoT prototyping, Arduino-based physical computing for tangible experiential learning, H5P for interactive content delivery, and CodeRunner for automated programming assessment. A five-stage asynchronous pedagogical workflow — encompassing Exploration, Conceptualisation, Application, Evaluation, and Reflection — structures the learning progression, guiding learners from foundational concepts through to complex, real-world problem-solving tasks. A principal contribution of this work is the Blockly-to-Python learning pathway, which systematically bridges the cognitive gap between block-based visual programming and text-based coding, mitigating the well-documented barriers that impede novice programmers in STEAM contexts. Gamification mechanisms, including experience points (XP), level progression, badge issuance, and conditional content unlocking, are embedded throughout the ecosystem to sustain motivation and persistence in asynchronous learning conditions. An integrated analytics and automated feedback infrastructure continuously monitors learner performance, enabling data-driven adaptive interventions. The research is guided by a central question examining how the integrated deployment of block-based programming, IoT technologies, and gamification within a cohesive SLE contributes to adaptive STEAM education. Supporting sub-questions address architectural requirements, the effect of gamified progression on motivation, the efficacy of automated assessment for learning performance, and the contribution of physical computing to computational understanding. Sample proof of concept and functional validation demonstrate that the ecosystem successfully operationalises its design objectives, providing a replicable, scalable, and pedagogically grounded framework for interactive STEAM education aligned with the demands of the contemporary digital learning environment.