DIGITAL LIBRARY
THE INTERNET OF THINGS (IOT): AN EMPIRICAL STUDY OF INTERACTION BASED SYSTEM TO ENHANCE GAMIFICATION TECHNIQUES IN ELEARNING ENVIRONMENTS
1 Oxford University, Department for Continuing Education (UNITED KINGDOM)
2 Buckinghamshire New University (UNITED KINGDOM)
About this paper:
Appears in: EDULEARN16 Proceedings
Publication year: 2016
Pages: 964-973
ISBN: 978-84-608-8860-4
ISSN: 2340-1117
doi: 10.21125/edulearn.2016.1198
Conference name: 8th International Conference on Education and New Learning Technologies
Dates: 4-6 July, 2016
Location: Barcelona, Spain
Abstract:
The Internet of Things (IoT) is almost a new paradigm that is transforming our society and our life. IoT is the concept of smart sensors or the IP-enabled devices, denoted as “smart objects” interacting with one another through an online connection. Gamification is not new, nor is it unique to IoT user experiences. Based on what we know of the highly interactive, responsive and personalized nature of IoT products and services, gamification promises to be one of the most-effective IoT concepts to apply to ELearning environments. Gamification, is use of game intelligent and game mechanics in non-game contexts to engage users in solving problems. This is becoming core to engagement strategy to develop innovative ELearning systems.

In this empirical study authors research on Gamification from different perspectives and then explore the user interaction to Gamification activities that positively affect learning when applied to any application. Also, authors discuss how the effectiveness and user interaction is influenced when implementing Gamification in ELearning environment.

Finally, authors present an innovative simulator experiment to exemplify user responsiveness and performance correlated against user physiological properties using multiple interconnected sensor system. A user - centred simulation design supported by the IoT are being included to ELearning environment in order to improve student engagement by enriching the learning experience. A more significant user experience supported by interactivity measuring process is presented.
Keywords:
Internet of Things (IoT), Gamification, Smart Objects, e-learning.