Designing an extended smart classroom: An approach to game-based learning for IoT

2021 
This article presents a game-based learning model implemented in a smart learning environment. The goal is to determine students' interest, willingness to participate, and impressions about game-based learning, which takes place in interaction with the smart classroom. The educational game was designed and implemented by harnessing advanced web, mobile, Internet of Things (IoTs) technologies, and augmented reality and integrated into an e-learning ecosystem based on Moodle platform. The game aimed to test students' knowledge in the field of IoT. For the evaluation, an experiment was conducted within the IoT-related courses at the Faculty of Organizational Sciences, University of Belgrade. The results show that the proposed approach has a positive impact on the learning process and that the integration of educational games into common learning management systems is a good practice for extending common formal learning models. The proposed approach is expected to contribute to introducing smart learning environments into the learning process in higher education.
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