Harnessing Edutainment in Higher Education: an Example of an IoT Based Game

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

    Similar works