**2. Gamification in learning platform: study**

As a part of routine life, games not only entertain users, but also represent their behaviors also. The same can be used in e-learning by applying crux to learn and get a maximum number of the process. The techniques in games tend to provide simplification to learning approaches. The customization of e-learning processes with this approach can make it easy as ever. It is the use of gameplay mechanics used for Non-game applications where any process can be gamified. Its main goal is to engage learners by using gamification techniques in routine Teaching-Learning Processes. By keeping attention to the integration of tasks, we can motivate learners too [3].

To engage users in learning gamification is an efficient approach which can make content more attractive. B.J. Fogg argues that people respond to computers as they were persons, especially when gaming. To trigger certain behavior, it needs to be motivated. Gamification also extends the social interaction with other users. Fogg explains that when people perceive social presence, they naturally respond in social ways and have feelings of empathy or anger, or following social rules such as taking turns [3].

Gamification is mainly for usage of gamifying features in other than games, applications also, predominantly consumer is focused on the web-based the platform and mobile application too. Gartner Group predicts gamification will be a key trend that every CIO, IT planner and enterprise architect must be aware of as it relates to business. As the view of the gamified learning approach through a context-aware mobile learning environment, which gives motivation to students for learning by developing and implementing gamification strategies by using questionnaire with the help of a Smartphone and its functions. Pre and post-test results demonstrated that use of gamification increases the throughput of the overall process. Further, they revealed a positive relationship between learning achievement and motivation [4].

**2.1. Gamification for campuses learning**

to design ineffectual ways of fun learning [9].

• Duo Lingo: language learning from Web translates.

• Goal Book: Individual students learning Plans together

• Course Hero: Teacher and Student Interactions in Online • Brain scape: Confidence on Basis of Repetition from games • Socrative 101: Mobile interaction among Teacher & Student [9]

**2.2. Top 10 productivity application uses gamification**

from the small goals [10].

• Habitica (HabitRPG)

• Super Better

• Epic Win

• Doable

• ABCya • FunBrain

• Carmen Sandiego [10]

• To-Doist Karma

• Task Hammer

• Chore Wars • Mind Bloom • Fitocracy • Smarty Pig

• Coursera: Interactive Education from your Home • Mr. Pai's Class: The Digitally Assistance for a Class

• Ribbon Hero: Teach how to use Microsoft Office and learning.

• Class Dojo: Class learning becomes Game of Rewards & Feedback assessment

• The World Peace Game: Game-based Simulation for Classroom learning

Major fact is objective in attempting to sustain good communications for supporting feedback and strengthening learning platform, instructors, student's users, this collectively interactive model between all users and good level of control features in gaming to engage users, helps

Research Study on Significance of Gamification Learning and i-Campus Using Internet of Things…

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The main focus and practical usage of gamification toward help people their productivity plan and manageable task and challenges into reality. So the consistent way is to achieve it

A game-informed approach being a learning activity, it recognizably uses game-like elements. The process of engaging new approaches to teaching and delivering personalized, context-sensitive content, via the game-informed, technology-supported, learning activities, has been reported to have significant beneficial effects on the academic outcomes of students in primary schools. Gamification still needs to pay attention to individual learners and their performances by using two approaches to learn the games and gamification of educational contents. Where learning for games refer to the use of digital games for learning purposes. Gamification is "the use of game design elements in non-gaming contexts" [4].

Personalized Gamification: In order to personalize gamification as: applications that are plugged into another application without being essential. Giroux et al. Describe epiphytic features as follows: i) such system cannot be existent without a host system, ii) the hosting system can able to exist without epiphyte iii) both can have independent presences in the network, and finally, such system cannot affects its hosting application [5].

As video games are becoming more popular among games, there is huge potential to use it for gamification of learning content. Social networking, gamification and traditional e-learning approaches are compared. Participants in novel approaches get better results concerning skill acquisition. The traditional approach yields better results for knowledge acquisition. Students' attitude toward the new tools is positive. Participation rates are low challenging assumptions found in current literature. With best use of social networking in e-learning, gamification is the use of game-thinking and playful design in non-game contexts, has only shown its potential as a motivational tool [6].

The effects of a gamification plug-in deployed in a learning management system were compared to those of a social networking site in the same educational setting. We found that both approaches presented better performance than a traditional e-learning approach in terms of academic achievement for practical assignments, but that, when it came to assessing knowledge, the traditional e-learning approach was better. Also challenging current assumptions, participation rates and scores remained low with the new tools, although students' attitudes were positive. [7] Even if there are many negative views toward games, there are great advantages and benefits of it to engage and incorporate features that are extremely compelling. Online learning is assessed using studying time. Numerous numbers of connections and many other parameters have its impact. IoT allows interaction among various physical spaces to learn the problem objectively and communicate among themselves. The connection between device endpoint to all users to make smart i-campus to produces effective campus outcomes [8].

### **2.1. Gamification for campuses learning**

application too. Gartner Group predicts gamification will be a key trend that every CIO, IT planner and enterprise architect must be aware of as it relates to business. As the view of the gamified learning approach through a context-aware mobile learning environment, which gives motivation to students for learning by developing and implementing gamification strategies by using questionnaire with the help of a Smartphone and its functions. Pre and post-test results demonstrated that use of gamification increases the throughput of the overall process. Further, they revealed a positive relationship between learning

A game-informed approach being a learning activity, it recognizably uses game-like elements. The process of engaging new approaches to teaching and delivering personalized, context-sensitive content, via the game-informed, technology-supported, learning activities, has been reported to have significant beneficial effects on the academic outcomes of students in primary schools. Gamification still needs to pay attention to individual learners and their performances by using two approaches to learn the games and gamification of educational contents. Where learning for games refer to the use of digital games for learning purposes. Gamification is "the use of game design elements in non-gaming

Personalized Gamification: In order to personalize gamification as: applications that are plugged into another application without being essential. Giroux et al. Describe epiphytic features as follows: i) such system cannot be existent without a host system, ii) the hosting system can able to exist without epiphyte iii) both can have independent presences in the

As video games are becoming more popular among games, there is huge potential to use it for gamification of learning content. Social networking, gamification and traditional e-learning approaches are compared. Participants in novel approaches get better results concerning skill acquisition. The traditional approach yields better results for knowledge acquisition. Students' attitude toward the new tools is positive. Participation rates are low challenging assumptions found in current literature. With best use of social networking in e-learning, gamification is the use of game-thinking and playful design in non-game contexts, has only

The effects of a gamification plug-in deployed in a learning management system were compared to those of a social networking site in the same educational setting. We found that both approaches presented better performance than a traditional e-learning approach in terms of academic achievement for practical assignments, but that, when it came to assessing knowledge, the traditional e-learning approach was better. Also challenging current assumptions, participation rates and scores remained low with the new tools, although students' attitudes were positive. [7] Even if there are many negative views toward games, there are great advantages and benefits of it to engage and incorporate features that are extremely compelling. Online learning is assessed using studying time. Numerous numbers of connections and many other parameters have its impact. IoT allows interaction among various physical spaces to learn the problem objectively and communicate among themselves. The connection between device endpoint to all users to make smart i-campus to produces effec-

network, and finally, such system cannot affects its hosting application [5].

shown its potential as a motivational tool [6].

tive campus outcomes [8].

achievement and motivation [4].

contexts" [4].

88 Trends in E-learning

Major fact is objective in attempting to sustain good communications for supporting feedback and strengthening learning platform, instructors, student's users, this collectively interactive model between all users and good level of control features in gaming to engage users, helps to design ineffectual ways of fun learning [9].


#### **2.2. Top 10 productivity application uses gamification**

The main focus and practical usage of gamification toward help people their productivity plan and manageable task and challenges into reality. So the consistent way is to achieve it from the small goals [10].


As digital signage come out at the top of second priority because technology is comparatively less expensive and very simple to implement. The objective of institutions to use signage like to include directing their students, to deliver weather data and news updates, information, provides an activity to engage users and post menus and major things are used for communication during an emergency situation. Smart lighting to automatically brighten for the presence of the populace and also can able to generate self-reports of its maintenance require-

Research Study on Significance of Gamification Learning and i-Campus Using Internet of Things…

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As per experts predicts and expect the various outcomes from IoT like which includes for better accessibility for innovative resources, to increase the student engagement and to extend higher capacity in data analytic prediction. Some HE user's benefited from technology like

User's expectation from cost reduction, very but a few percents of the respondents realize about cost savings. In the same manner, 54% forecast for increasing capacity in data analytics platform and only 27% achieved in data analytics. As a major element of this smart campus is a data analytics toward explorations for benefits in more decision-making. Saving time expectation is higher in data management on the basis of streamlining data records (**Figure 3**). As per CDE reports students getting more benefits from smart campus, teaching faculty and non-administrative too. So every new innovation from i-campus for classrooms and teaching tool for faculties are in terms of creating higher engagement to the experiences of all student users. And also for all stakeholders, the satisfaction level is good in i-campus new initiatives

ments and helps to improve energy efficiency.

which are important for successes (**Figure 4**).

**Figure 3.** Smart technology usage: CDE surveys among 138 higher education [12].

experiencing from the IoT platform.

**Figure 2.** Gamification frameworks –Octalysis. [11].

Octalysis – Gamification Framework: Octalysis is Gamification Framework I shaped past 10 years of gamification-based research work. It's translated into nine languages globally and become necessary literature for Gamification model domain worldwide. [11] (**Figure 2**).
