E-learning is now widely used at university level to replace traditional lectures and exercises by digital document reading, quizzes, tutorials, videos, demos and simulations. However the most challenging part is to replace hands-on labs by virtual or remote labs. The difficulty is not only tied to technology (real-time synchronism, scheduling 24/24-7/7, security, mobility, interaction) but also to psychology and cognition aspects. Indeed in distance learning, there is no physical presence of a teacher or tutor to supervise students and drive their motivation, so that the student-teaching process becomes an open loop. Therefore there is a need to find a substitute for the teacher, thanks to technology help, in order to make it a closed-loop process, that is regulated even if there is no teacher in the loop. One needs to be able to evaluate the student mood (concentrated, bored, amused, perplexed...) and to boost the motivation in learning with appropriate tools (immersion, gaming, feedback).As regards the pedagogical strategy, a game-like approach is implemented: it is based both on the use of a Top 10 (best anserws to questions during the measurement real-time activity) and on the use of a track-game to find the right solution to an unknown circuit. This is inspired by e-games scenario (levels, lives, points, timer).Before and after the learning activity, the students answer questionnaires about satisfaction, motivation and psychological profile. From those questionnaires and from the scores obtained in the lab, we analyse the impact of game, robot, drone and camera video processing on the teaching process. We show that the behavior of students is highly affected by these tools, in a positive way as regards motivation.