{"title":"Research Study on Significance of Gamification Learning and i- Campus Using Internet of Things Technology-Enabled Infrastructure","authors":"V. Murugappan, D. Bhattacharyya, Tai-hoon Kim","doi":"10.5772/INTECHOPEN.75744","DOIUrl":null,"url":null,"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-campus will pretend to be realistic in the near future. Analytical study of smart campus architecture with all features includes classroom laboratories… etc… And the gamification signifi cance in terms of knowledge transfer, assessments, microlearning, competition among learners, to engage maximum level, rewards on achievements. It’s emphasis on the need for both approaches in a single platform to the learners for efficient and smart learning environments to set up.","PeriodicalId":40810,"journal":{"name":"Current Trends in Translation Teaching and Learning E","volume":"8 1","pages":""},"PeriodicalIF":0.5000,"publicationDate":"2018-04-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Current Trends in Translation Teaching and Learning E","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5772/INTECHOPEN.75744","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"LINGUISTICS","Score":null,"Total":0}
引用次数: 2
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-campus will pretend to be realistic in the near future. Analytical study of smart campus architecture with all features includes classroom laboratories… etc… And the gamification signifi cance in terms of knowledge transfer, assessments, microlearning, competition among learners, to engage maximum level, rewards on achievements. It’s emphasis on the need for both approaches in a single platform to the learners for efficient and smart learning environments to set up.