A framework for the integration of serious games and the Internet of Things (IoT)

Serious Games and the Internet of Things are research topics of high interest. The integration of these two domains has the potential for innovative new applications. This paper presents a framework for the combination of Serious Games and the Internet of Things. In addition, we present the system architecture for a Smart Serious Game (SSG) developed for measuring student engagement, and define the difference between an event driven game and an SSG. This paper also includes the updated data algorithms for representing student engagement as game points, based on further consideration on our previous publication.

[1]  H. Drummond,et al.  Electronic quality of life questionnaires: a comparison of pen-based electronic questionnaires with conventional paper in a gastrointestinal study , 1995, Quality of Life Research.

[2]  Brianno Coller,et al.  Video Game-Based Education in Mechanical Engineering: A Look at Student Engagement* , 2009 .

[3]  Stephen Tang,et al.  A Measure of Student Engagement for Serious Games and IoT , 2017, Edutainment.

[4]  Jeanne H. Brockmyer,et al.  The Development of the Game Engagement Questionnaire: A Measure of Engagement in Video Game Playing: Response to Reviews , 2009, Interacting with computers.

[5]  Mohammed Bouhorma,et al.  Towards a System of Guidance, Assistance and Learning Analytics Based on Multi Agent System Applied on Serious Games , 2015 .

[6]  James J. Appleton,et al.  Measuring cognitive and psychological engagement: Validation of the Student Engagement Instrument , 2006 .

[7]  Clark Aldrich,et al.  The Complete Guide to Simulations and Serious Games: How the Most Valuable Content Will be Created in the Age Beyond Gutenberg to Google , 2009 .

[8]  Timo Lainema,et al.  Flow framework for analyzing the quality of educational games , 2014, Entertain. Comput..

[9]  W. Briggs,et al.  A Measure of College Student Course Engagement , 2005 .

[10]  Jean Écalle,et al.  Serious games as new educational tools: how effective are they? A meta-analysis of recent studies , 2013, J. Comput. Assist. Learn..

[11]  Po Yang,et al.  Topologies for combining the internet of things and serious games , 2016, J. Intell. Fuzzy Syst..

[12]  Antonio F. Gómez-Skarmeta,et al.  Integration of serious games and IoT data management platforms to motivate behavioural change for energy efficient lifestyles , 2017, 2017 Global Internet of Things Summit (GIoTS).

[13]  Lida Xu,et al.  An Integrated Approach to Snowmelt Flood Forecasting in Water Resource Management , 2014, IEEE Transactions on Industrial Informatics.

[14]  Hye-Young Kim A design and implementation of a framework for games in IoT , 2017, The Journal of Supercomputing.

[15]  Marimuthu Palaniswami,et al.  Internet of Things (IoT): A vision, architectural elements, and future directions , 2012, Future Gener. Comput. Syst..

[16]  Stephen Tang,et al.  A Platform Independent Game Technology Model for Model Driven Serious Games Development. , 2013 .

[17]  E. Skinner,et al.  Motivation in the classroom: Reciprocal effects of teacher behavior and student engagement across the school year. , 1993 .

[18]  Ben Cowley,et al.  Learning principles and interaction design for 'Green My Place': A massively multiplayer serious game , 2011, Entertain. Comput..

[19]  Jan Marco Leimeister,et al.  Gamification , 2013, Business & Information Systems Engineering.

[20]  Alessandro De Gloria,et al.  Mapping learning and game mechanics for serious games analysis , 2015, Br. J. Educ. Technol..

[21]  Claudia Schrader,et al.  Learning with quizzes, simulations, and adventures: Students' attitudes, perceptions and intentions to learn with different types of serious games , 2015, Comput. Educ..

[22]  Hongming Cai,et al.  Ubiquitous Data Accessing Method in IoT-Based Information System for Emergency Medical Services , 2014, IEEE Transactions on Industrial Informatics.

[23]  Vlad Trifa,et al.  Interacting with the SOA-Based Internet of Things: Discovery, Query, Selection, and On-Demand Provisioning of Web Services , 2010, IEEE Transactions on Services Computing.

[24]  Bouhorma Mohammed,et al.  Players Performances Analysis Based on Educational Data Mining Case of Study: Interactive Waste Sorting Serious Game , 2014 .

[25]  Antonio Iera,et al.  The Internet of Things: A survey , 2010, Comput. Networks.

[26]  Muhammad Al-Qurishi,et al.  A cloud-based serious games framework for obesity , 2012, CMBAS-EH '12.

[27]  M. Clarke,et al.  Methods to increase response to postal and electronic questionnaires , 2023, The Cochrane database of systematic reviews.

[28]  Ioannis Paraskevopoulos,et al.  The interplay between IoT and serious games towards personalised healthcare , 2017, 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games).

[29]  Darryl Charles,et al.  Optimising engagement for stroke rehabilitation using serious games , 2009, The Visual Computer.

[30]  Jennifer Preece,et al.  Electronic Survey Methodology: A Case Study in Reaching Hard-to-Involve Internet Users , 2003, Int. J. Hum. Comput. Interact..

[31]  Norsheila Fisal,et al.  A Survey of Middleware for Sensor and Network Virtualization , 2014, Sensors.

[32]  Kevin B. Wright,et al.  Researching Internet-Based Populations: Advantages and Disadvantages of Online Survey Research, Online Questionnaire Authoring Software Packages, and Web Survey Services , 2006, J. Comput. Mediat. Commun..