scholarly journals Development of an educational game based on IoT

Author(s):  
Luka Petrović ◽  
Ivan Jezdović ◽  
Danijela Stojanović ◽  
Zorica Bogdanović ◽  
Marijana Despotović-Zrakić

Internet of Things (IoT) in combination with game based learning offers new possibilities to improve teaching and learning. Thispaper presents an example of using the IoT in education through the creation of an educational interactive game. An educational gamebased on the IoT has been developed. The developed system aims to motivate students to acquire and enhance knowledge in the field of IoT.The system is composed of a mobile application that serves as a controller for students, an administrative tool in the form of a webapplication used by the teachers, a set of assignments implemented within a smart educational environment, and a collection of web servicesused for integration of software components. The system is integrated with Moodle learning management system. The evaluation has beenconducted at the Faculty of organizational sciences, University of Belgrade, during the Summer school in Internet of Things. A group ofseven students played the game, solved the knowledge test, and gave their opinions on usefulness, ease of use, ease of learning andsatisfaction with the developed system. Results show that the game has a positive effect on students’ knowledge and attitudes, and thereforeis suitable for application within a blended learning environment.

Author(s):  
Stephen Tang ◽  
Martin Hanneghan

Play has been an informal approach to teach young ones the skills of survival for centuries. With advancements in computing technology, many researchers believe that computer games1 can be used as a viable teaching and learning tool to enhance a student’s learning. It is important that the educational content of these games is well designed with meaningful game-play based on pedagogically sound theories to ensure constructive learning. This chapter features theoretical aspects of game design from a pedagogical perspective. It serves as a useful guide for educational game designers to design better educational games for use in game-based learning. The chapter provides a brief overview of educational games and game-based learning before highlighting theories of learning that are relevant to educational games. Selected theories of learning are then integrated into conventional game design practices to produce a set of guidelines for educational games design.


Gamification ◽  
2015 ◽  
pp. 576-594 ◽  
Author(s):  
Stephen Tang ◽  
Martin Hanneghan

Play has been an informal approach to teach young ones the skills of survival for centuries. With advancements in computing technology, many researchers believe that computer games1 can be used as a viable teaching and learning tool to enhance a student's learning. It is important that the educational content of these games is well designed with meaningful game-play based on pedagogically sound theories to ensure constructive learning. This chapter features theoretical aspects of game design from a pedagogical perspective. It serves as a useful guide for educational game designers to design better educational games for use in game-based learning. The chapter provides a brief overview of educational games and game-based learning before highlighting theories of learning that are relevant to educational games. Selected theories of learning are then integrated into conventional game design practices to produce a set of guidelines for educational games design.


Author(s):  
Kamariah Awang ◽  
Syadiah Nor Wan Shamsuddin ◽  
Ismahafezi Ismail ◽  
Norkhairani Abdul Rawi ◽  
Maizan Mat Amin

<p>Mobile technology with Augmented Reality has become popular worldwide with a broad range of users, including students from all levels of education and the impact of mobile technology in classrooms has been extensively studied. This technology can be the source of motivation for LINUS students especially students with disabilities. The word usability also refers to the methods to improve the ease of use during a design process. Among the difficulties in teaching a LINUS student is the lack of visual media for understanding the subject especially in basic mathematics such as evaluating a number and calculating the number. The objective of the study was to evaluate the usability of using Augmented Reality in a mobile application among LINUS students in primary schools. This study used survey data gathered from 32 LINUS students of 3 different primary schools in Marang and Kuala Terengganu Districts. The questionnaire collected data on five construct of usability test to the LINUS students. The students used the mobile application while being guide by their teacher. They navigated all the buttons provided and answered the quiz too. The criteria of usability test consist of five constructs. The students showed a significant interest in learning numbers by actively participating in the LINUS sessions. The usability level was measured based on the five constructs. In summary, the augmented reality mobile application has a great potential to be used in teaching and learning, as in the Malaysia Education Development Plan 2013-2025 especially on the LINUS students.<em></em></p>


The objective of this research was to study the correlation berween evaluation knowledge, attitude on sosial studies and teachers made test quality. The population of this reserch was the junior hight schools students in Ambon City. The size of samples was 60 teacher, selected by multi stage random simple technique. The data were collected through questionnaires instruments to attitudes toward the Social Scinence and evaluation knowledge test while the quality of teacher-made tests are judged by five assessors for the validity of the content and results of the students' answers to subsequent empirical validity converted through the t-scores. The result concluded taht there was a positive correlation between (1) evaluation knowledge (X1) and teacher made test quality (Y) with ry1 = 0.79 and Ŷ= 4,85 + 0,57X1. ( 2) there was positive correlation between attitude on social study (X2) and teacher made test quality (Y) with ry2 = 0,79 and Ŷ = 2,71 + 0,45X2. (3) ther was positive correlation of evaluation knowledge (X1), attitude social study (X2) and teacher made test quality (Y) with was shown by correlation coefficient Ry12 = 0,81, and the equwtion of multiple linier regression Ŷ = 1,28 + 0,27X1 + 1,26X2. All the testing done at α = 0,05. Based on the results of this study, it was concluded that the evaluation of knowledge and attitudes towards ilmu pengetahuan sosial either separately or jointly positive effect on the quality of teacher-made tests. this means that the higher knowledge and more positive evaluation of the ilmu pengetahuan sosial, the quality test.


Author(s):  
Stephen Tang ◽  
Martin Hanneghan

Play has been an informal approach to teach young ones the skills of survival for centuries. With advancements in computing technology, many researchers believe that computer games1 can be used as a viable teaching and learning tool to enhance a student’s learning. It is important that the educational content of these games is well designed with meaningful game-play based on pedagogically sound theories to ensure constructive learning. This chapter features theoretical aspects of game design from a pedagogical perspective. It serves as a useful guide for educational game designers to design better educational games for use in game-based learning. The chapter provides a brief overview of educational games and game-based learning before highlighting theories of learning that are relevant to educational games. Selected theories of learning are then integrated into conventional game design practices to produce a set of guidelines for educational games design.


2018 ◽  
pp. 472-481
Author(s):  
Antonio Santos

Although it could be assumed that playing games lifts intrinsic motivation and that this must have an effect on the cognitive processes of the player, it is still not known how to develop an educational game with the same positive effects. Thus, the challenge for GBL is rather significant in determining how to design and develop good educational games and how to integrate them into the teaching and learning process so that students' motivation and learning are qualitatively improved. This chapter's main objectives are to describe some of the current GBL models proposed by the literature used to analyze, design, and integrate games in education and, on the other, to propose and describe a methodology developed by the author to create educational games. The assumption is that this type of information could aid instructional designers and educators—and even commercial game designers—interested in developing good GBL experiences.


2013 ◽  
pp. 1738-1752
Author(s):  
Wee Hoe Tan ◽  
Sean Neill ◽  
Sue Johnston-Wilder

This paper compares the results of two surveys conducted between July 2009 and January 2010 with 45 subject matter experts (SMEs) and 41 game experts in the UK. The surveys examine the attitudes and attitude differences of the participants towards teachers who use games in the classroom and studios that produced educational games. The findings revealed respondents’ attitudes were statistically significantly less positive—comparing ideal conditions to usual practice—for the issues studied. The SMEs were unaware of the problems faced by educational game studios, which could lead to a scenario where games are made fun at the expense of learning outcomes or vice versa. In issues related to educational games, the SMEs were found to be certain only about aspects of related directly to teaching and learning while the games experts were confident only for game design and development. This revealed a need for collaboration between SMEs and game experts rather than independent production when designing and developing GBL solutions.


2012 ◽  
Vol 2 (1) ◽  
pp. 1-15 ◽  
Author(s):  
Wee Hoe Tan ◽  
Sean Neill ◽  
Sue Johnston-Wilder

This paper compares the results of two surveys conducted between July 2009 and January 2010 with 45 subject matter experts (SMEs) and 41 game experts in the UK. The surveys examine the attitudes and attitude differences of the participants towards teachers who use games in the classroom and studios that produced educational games. The findings revealed respondents’ attitudes were statistically significantly less positive—comparing ideal conditions to usual practice—for the issues studied. The SMEs were unaware of the problems faced by educational game studios, which could lead to a scenario where games are made fun at the expense of learning outcomes or vice versa. In issues related to educational games, the SMEs were found to be certain only about aspects of related directly to teaching and learning while the games experts were confident only for game design and development. This revealed a need for collaboration between SMEs and game experts rather than independent production when designing and developing GBL solutions.


2021 ◽  
Vol 11 (6) ◽  
pp. 2707
Author(s):  
Sewoong Hwang ◽  
Yungyeong Song ◽  
Jonghyuk Kim

This study indirectly verifies the possibility of telemedicine for humans through a mobile application (app) targeting pets. It examined the perception of telemedicine services and the current status of the companion animal industry, the app platform, and its applied technology by industry domain, and four representative types of artificial intelligence (AI) technologies applicable in the medical field. A survey was conducted through an app implementing pet telemedicine, and hypotheses were established and statistically tested based on the adoption period of pets, health status, mobile service utilization (as an index measuring the ease of use of recent AI functions), and positive and negative perceptions of telemedicine services. As revealed by prospect theory, users with a negative perception of pet telemedicine tended to maintain negative perceptions about telemedicine for humans. This study proved that the severity of pet diseases and the ease of use of recent AI technologies act as a moderating effect on the perception of telemedicine services through the verification of reinforcement and additional hypotheses. It suggests a plan to overcome sanctions against telemedicine by utilizing AI technology. A positive effect on changing the medical paradigm to telemedicine and the improvement of the medical legal system were also observed.


2021 ◽  
Vol 13 (8) ◽  
pp. 4244
Author(s):  
Jakub Swacha ◽  
Rytis Maskeliūnas ◽  
Robertas Damaševičius ◽  
Audrius Kulikajevas ◽  
Tomas Blažauskas ◽  
...  

With increasing awareness of the advantages of game-based learning, there is a growing number of studies showing its application to both computer science education and sustainable development education. In this paper, we describe, with the example of the Eco JSity application, how both of these areas can be combined into a single tool. The presented evaluation results showed that despite incorporating the sustainable development topics into both the theme and mechanics of the educational game, both the usefulness and ease-of-use of the application were still assessed positively by students. We also identified three clusters of students depending on their attitude towards combining education on computer science and sustainable development. We concluded that game-based learning provided a capable means of incorporating sustainable development topics into teaching of unrelated technical skills.


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