2 research outputs found

    Research Study on Significance of Gamification Learning and i- Campus Using Internet of Things Technology-Enabled Infrastructure

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    In this chapter, we discusses the importance of smart i-campus in educational institutes and gamification-based learning to be an integral part of the Internet of Thing (IoT) enabled the smart campus to explain its significance in terms using modern technology in teaching and learning. This research study related to two dimensions different fields, one perspective on fully engaged and enthusiastic learners from gamification part and another perspective on enhanced technology accessibility for the dream i-campus will pretend to be realistic in the near future. Analytical study of smart campus architecture with all features includes classroom laboratories… etc… And the gamification significance in terms of knowledge transfer, assessments, microlearning, competition among learners, to engage maximum level, rewards on achievements. It’s emphasis on the need for both approaches in a single platform to the learners for efficient and smart learning environments to set up

    Analysis on Quality of Learning in e-learning Platforms

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    This paper plans to introduce a model that concerns on e-learning quality management system under two phases: (i) Questionnaire preparation and (ii) Predicting the impact of e-learning quality. In order to analyze the quality of learning in e-learning platform, initially, the questionnaire will be prepared with respect to various drivers such as (i) Degree of flexibility and adaptability, (ii) Degree of supportability (students and staffs) (iii) Staff qualification and experience, (iv) Performance assessment and (v) Learner’s interest. The first driver includes factors like learner control, learner activity, motivation and feedback. The second driver includes factors like technical skills, cost and technical crisis and internet access. The third driver includes factors like awareness of new technology, whether the team includes instructional designers, multimedia procedures and so on. The fourth driver (Performance assessment) includes the impact of performance evaluation by means of Artificial Intelligence (AI) methods. The fifth driver includes factors like course materials, gaming and learners self interest. The prepared questionnaire is distributed to different age group people and are demanded to fill up the precise information as much as possible. These responses from the people are then taken for analysis purpose. In this research work, the analysis is carried out based on SEM analysis, which is a way to identify the learning quality in e-learning platform
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