Trends in E-Learning 2018
DOI: 10.5772/intechopen.75744
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Research Study on Significance of Gamification Learning and i- Campus Using Internet of Things Technology-Enabled Infrastructure

Abstract: In this chapter, we discusses the importance of smart i-campus in educational institutes and gamification-based learning to be an integral part of the Internet of Thing (IoT) enabled the smart campus to explain its significance in terms using modern technology in teaching and learning. This research study related to two dimensions different fields, one perspective on fully engaged and enthusiastic learners from gamification part and another perspective on enhanced technology accessibility for the dream i-campu… Show more

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Cited by 4 publications
(2 citation statements)
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“…It was help librarian and language teacher to know book types that interested by student. [13], [15], [16], [17] The utilization IoT on school laboratory has been practiced in variant laboratory. On science laboratory, IoT device used to collect data of temperature, water debit, light intensity when studied photosynthetic, ecosystem even farming etc.…”
Section: Iot On Educationmentioning
confidence: 99%
“…It was help librarian and language teacher to know book types that interested by student. [13], [15], [16], [17] The utilization IoT on school laboratory has been practiced in variant laboratory. On science laboratory, IoT device used to collect data of temperature, water debit, light intensity when studied photosynthetic, ecosystem even farming etc.…”
Section: Iot On Educationmentioning
confidence: 99%
“…The integration of smart technologies into the teaching of English for Specific Purposes (ESP) to those undertaking either undergraduate or postgraduate study in tertiary schools has been used as a way to upgrade the content and teaching methods, as well as enhance learners' motivation and boost learning outcomes for two recent decades [1], [2]. Other advantages of the use of smart technologies in teaching ESP are the opportunity for students to experience new strategies to learn the specialismrelated language content and to meet their own needs, to get engaged in learning activities, and to enjoy learning, as smart technology usually uses gamification elements [3]. Additionally, it corresponds to the concept and instructional principles of ESP [4].…”
Section: Introductionmentioning
confidence: 99%