University of Bucharest and “L. Blaga” University of Sibiu
Abstract
In this paper the authors study the problem of designing new tools and approaches for a
higher implementation of edutainment into formal e-learning. The main goal is to design an
educational game in order to effectively support the teaching process in higher education. The
developed game is based on Internet of things technologies and implemented as a part of a
smart classroom. It includes IoT infrastructure for solving assignments within a course, a
mobile application that students use to interact with the game and a component for integration
with Moodle LMS. The game has been implemented within the educational process at Faculty
of Organizational Sciences, University of Belgrade