**6. IoT-based e-learning application model**

e-Learning platform model helps to understand infrastructure setup requirements and communication model among all entities in architecture. Below listed features are about possibilities to build new functionalities in every communication model set up like adding AR, 3D Visual in learning, Smartboard, Most compatible mobile application, new AI objects to e-learning platform etc. [21] All listed proposing new models such as 1) Augmented reality for IOT smart campus, 2) 3D objects based learning using IOT. 3) Display Board with IOT, 4) A mobile application with IoT platform data collection. 5) New Intelligent objects.

Architecture model depicts connected device setup for note's sharing in e-learning model for any college campus to build i-campus. This is one of the communication models among teachers, students and administrators. Data collection in IoT-enabled campus and sharing that among users using IoT in i-campus (**Figures 6** and **7**).

**Figure 8.** Smart Note's sharing in i-campus.

**Figure 9.** Database connection of notes sharing application in smart campus.

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

http://dx.doi.org/10.5772/intechopen.75744

101

**Figure 10.** e-Learning application for notes sharing from smart campus.

**Figure 6.** Note's sharing medium using IoT in i-campus.

Data model flow depicts flow in the complete model to smart campuses. This implementation works in favor of the new trend in demand market to allow everyone upgrade campus setup. This sharing data from one endpoint to another endpoint in network setup using iot build infrastructure. The classroom learning platform generates notes and carrying on sharing the medium with iot and accessible among end users students through a mobile application at the endpoint (**Figure 8**).

This implementation setup on the part of i-campus model explains the possibility of making communication model for note's sharing among all stakeholders. i-Campus vision is building infrastructure for making a more efficient model with maximum connected devices on that platform. Here Raspberry Pi is used to communicate with application to collect data from classroom teaching and learning model.

MySQL DB implemented for e-learning application for students registration and users log in features. Connection deployed using Apache server and Raspberry Pi computing device.

**Figure 7.** Classroom Note's sharing & IoT -concept model.

Research Study on Significance of Gamification Learning and i-Campus Using Internet of Things… http://dx.doi.org/10.5772/intechopen.75744 101

**Figure 8.** Smart Note's sharing in i-campus.

Data model flow depicts flow in the complete model to smart campuses. This implementation works in favor of the new trend in demand market to allow everyone upgrade campus setup. This sharing data from one endpoint to another endpoint in network setup using iot build infrastructure. The classroom learning platform generates notes and carrying on sharing the medium with iot and accessible among end users students through a mobile application at

This implementation setup on the part of i-campus model explains the possibility of making communication model for note's sharing among all stakeholders. i-Campus vision is building infrastructure for making a more efficient model with maximum connected devices on that platform. Here Raspberry Pi is used to communicate with application to collect data from

MySQL DB implemented for e-learning application for students registration and users log in features. Connection deployed using Apache server and Raspberry Pi computing device.

the endpoint (**Figure 8**).

100 Trends in E-learning

classroom teaching and learning model.

**Figure 7.** Classroom Note's sharing & IoT -concept model.

**Figure 6.** Note's sharing medium using IoT in i-campus.

**Figure 9.** Database connection of notes sharing application in smart campus.


**Figure 10.** e-Learning application for notes sharing from smart campus.

MCQ question added in MySQL Database and communications between entity connected using the Raspberry Pi device (**Figures 9** and **10**).

[2] GSMA: The impact of the internet of things the connected home. https://www.gsma.

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

http://dx.doi.org/10.5772/intechopen.75744

103

[3] Raising engagement in e-learning through gamification Cristina Ioana Muntean Cybernetics and Statistics, Babes-Bolyai University, Romania Strada Mihail Kogălniceanu, Nr.

[4] C-H. Sumac-H. Cheng. A mobile gamification learning system for improving the learning motivation and achievements. JCAL on 6 Nov. 2014, DOI: 10.1111/jcal.1208

[5] Toward Personalized Gamification for Learning Environments Baptiste Monterrat, Élise

[6] Simõesa J, DíazRedondo R, Vilas AF. A social gamification framework for a K-6 learning platform. Computers in Human Behavior. March 2013;**29**(2):345-353. https://doi.

[7] "An empirical study comparing gamification and social networking on e-learning", Joseba Saenz-de-Navarrete, Carmen Pagés. Computers & Education, Volume 75, June

[8] Connolly TM, Stansfield M, Hainey T. An application of games-based learning within

[9] Gamification in education: Top 10 gamification case studies that will change our future, http://yukaichou.com/gamification-examples/top-10-education-gamification-examples/

[10] Amazing examples of gamification in education http://www.edsys.in/amazing-examples-

[12] Preparing for the connected campus: How and why institutions are using IOT. http:// www.centerdigitaled.com/paper/Preparing-for-the-Connected-Campus-How-and-

[13] Lueth KL. The 10 most popular internet of things applications right now, February 2,

[14] Faga N. Internet of things promises smart future for campus infrastructure, utilities, building management and transportation fleets can reap benefits of connected systems, https://edtechmagazine.com/higher/article/2017/03/internet-things-promises-smart-

[15] Beyond data in the Smart City: Repurposing existing campus IoT, by Oliver Bates and Adrian Friday, IEEE Pervasive Computing, Volume: 16, Issue: 2, April-June 2017 [16] Holloway S. 4 ways to bring gamification of education to your classroom. https://tophat.

[17] 12 examples of gamification in the classroom. https://www.teachthought.com/the-future-

software engineering. 25 April 2007. DOI: 10.1111/j.1467-8535.2007.00706.x

2014, Pages 82-91. https://doi.org/10.1016/j.compedu.2014.01.012

[11] Chou Y-K. Gamification & Behavioral Design. http://yukaichou.com/

2015, https://iot-analytics.com/10-internet-of-things-applications/

of-learning/12-examples-of-gamification-in-the-classroom/

com/newsroom/wp-content/uploads/15625-Connected-Living-Report.pdf

Cluj-Napoca, Ro

Lavoué1, Sébastien George, France

org/10.1016/j.chb.2012.06.007

of-gamification-in-education/

future-campus-infrastructure

com/blog/gamification-education-class/

Why-Institutions-Are-Using-IOT-92405.html

Smart e-learning application implemented and deployed within a campus location to visualize wisdom of i-campus in academic institutes. This application part of data sharing medium to bridge communication learners and trainers. Admin users can able to add new question sets for conducting assessment exam in online from the mobile application, allows users to download and use subject notes from the teacher's contribution notes material resources. The application provides a scribble screen to generate teacher's notes while teaching and allow them to upload it in the application for sharing among learners as its.
