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

Petrović, Luka and Stojanović, Danijela and Labus, Aleksandra and Bogdanović, Zorica and Despotović-Zrakić, Marijana (2017) Harnessing Edutainment in Higher Education: an Example of an IoT Based Game. In: The 12th International Conference on Virtual Learning ICVL 2017. University of Bucharest and “L. Blaga” University of Sibiu, Bucharest, pp. 318-324. ISBN 1844-8933

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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.

Item Type: Book Section
Additional Information: COBISS.ID=512571234
Uncontrolled Keywords: internet of things, game based learning, smart learning environments
Research Department: Business Economics
Depositing User: Jelena Banovic
Date Deposited: 12 Aug 2019 08:21
Last Modified: 26 Apr 2020 17:26
URI: http://ebooks.ien.bg.ac.rs/id/eprint/1359

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