An IoT Based Novel Hybrid-Gamified Educational Approach to Enhance Student’s Learning Ability

Authors

  • Sushil Kumar Mahapatra Siksha ‘O’ Anusandhan University, Bhubaneswar, Odisha, INDIA
  • Binod Kumar Pattanayak Siksha ‘O’ Anusandhan University, Bhubaneswar, Odisha, INDIA
  • Bibudhendu Pati Ramadevi Women’s University,Bhubaneswar, Odisha, INDIA
  • Suprava Ranjan Laha Siksha ‘O’ Anusandhan University, Bhubaneswar, Odisha, INDIA
  • Saumendra Pattnaik Siksha ‘O’ Anusandhan University, Bhubaneswar, Odisha, INDIA
  • Bibhuprasad Mohanty Siksha ‘O’ Anusandhan University, Bhubaneswar, Odisha, INDIA

Keywords:

AHP, Educational Outcome, Gamification, IoT, ISM, Learning rate, MADM

Abstract

Student’s have different level of learning ability due to social and economic aspect they came through their life. Thus it is very necessary to reveal the criteria based on which their learning ability can be improved. This paper investigates these criteria and tries to improve the learning ability of students using a novel gamified educational method. The Internet of Things (IoT) also utilized to collect information to establish a communication network and educational network in this novel gamified educational method. The suggested Educational approach made use of field methods and gamification of course module in an IoT setting for improving learning stages. The presented educational model is tested on engineering students for two course module. The result shows that the rate improvement in learning has almost doubled by utilizing this proposed educational model i.e. from 0.66 to 1.33.

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Published

16.07.2023

How to Cite

Mahapatra, S. K. ., Pattanayak, B. K. ., Pati, B. ., Laha, S. R. ., Pattnaik, S. ., & Mohanty, B. . (2023). An IoT Based Novel Hybrid-Gamified Educational Approach to Enhance Student’s Learning Ability. International Journal of Intelligent Systems and Applications in Engineering, 11(3), 374–393. Retrieved from https://ijisae.org/index.php/IJISAE/article/view/3179

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Research Article

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