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Designing an extended smart classroom: An approach to game-based learning for IoT
Computer Applications in Engineering Education ( IF 2.9 ) Pub Date : 2021-07-26 , DOI: 10.1002/cae.22446
Luka Petrović 1 , Danijela Stojanović 2 , Svetlana Mitrović 3 , Dušan Barać 1 , Zorica Bogdanović 1
Affiliation  

This article presents a game-based learning model implemented in a smart learning environment. The goal is to determine students' interest, willingness to participate, and impressions about game-based learning, which takes place in interaction with the smart classroom. The educational game was designed and implemented by harnessing advanced web, mobile, Internet of Things (IoTs) technologies, and augmented reality and integrated into an e-learning ecosystem based on Moodle platform. The game aimed to test students' knowledge in the field of IoT. For the evaluation, an experiment was conducted within the IoT-related courses at the Faculty of Organizational Sciences, University of Belgrade. The results show that the proposed approach has a positive impact on the learning process and that the integration of educational games into common learning management systems is a good practice for extending common formal learning models. The proposed approach is expected to contribute to introducing smart learning environments into the learning process in higher education.

中文翻译:

设计一个扩展的智能教室:一种基于游戏的物联网学习方法

本文介绍了在智能学习环境中实现的基于游戏的学习模型。目标是确定学生的兴趣、参与意愿和对基于游戏的学习的印象,这发生在与智能课堂的互动中。该教育游戏是通过利用先进的网络、移动、物联网 (IoT) 技术和增强现实来设计和实现的,并集成到基于 Moodle 平台的电子学习生态系统中。该游戏旨在测试学生在物联网领域的知识。为了评估,在贝尔格莱德大学组织科学学院的物联网相关课程中进行了一项实验。结果表明,所提出的方法对学习过程产生了积极的影响,并且将教育游戏集成到通用学习管理系统中是扩展通用正式学习模型的良好实践。所提出的方法有望有助于将智能学习环境引入高等教育的学习过程。
更新日期:2021-07-26
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