**1. Introduction**

In a modern day as technologically advanced in all domains related to mankind, so very important to concern about the need of the hour to utilize modern technologies in traditional classroom and college campus in term of attracting students with the internet of things enabled smart campus. In future, any academic institutes need to adopt such technologies without

© 2016 The Author(s). Licensee InTech. This chapter is distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/3.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. © 2018 The Author(s). Licensee IntechOpen. This chapter is distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/3.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

any choice of away from modern world necessity, especially in teaching and learning system. Today so many challenges as we have a different way of learning so teaching becomes unconcerned because in many institute's modern infrastructures is lagging especially in Asian countries and developing countries. Students are in the speedy world using internet maximum timing. So this increased more opportunity to engage them gamification learning mode easily to any individual learners thinking methods and to progress in their various skills, it was quite difficult to engage them in the traditional classroom campus become challenging factors.

In academics, lecturers are compelled to work on normal blackboard and chalk piece of teaching methods. To overcome this campus infrastructure needs to be enhanced in such way to adopt the internet of things platform based smart classrooms, smart campus, smart lab…etc. So it will help many students to enhance the professional way and in-depth academic way of performance with highly configured resource availability. For this, here we propose two major factors in terms higher engagement level will be addressed for more active learners and incorporate them to be part of smart campus maximum timings inside their institute's location. However, simply providing smart, modern campus is not enough to rectify this problem so need of gamification e-learning platform model vital within the campus network. While various factors are concerned to modernize smart campus, but this research study took major factors concern to improve efficiency in terms of engaging student learners in improving their focus on learning and being inside the campus for a longer duration to part various learning models and assessments toward gamification functionalities.

increasing among students and adult user's usage level need to be considered to utilize in

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

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

87

As **Figure 1** about GSMA study finds customers interest for possible connected device they likely to use for home appliance [2]. As Campus modernization is very important in Smart Campus for academic institutions so usage of Internet of Things (IoT) becomes evidently are important across the globe and all colleges and institutes need to prepare for data collection from different sets of sensors, smart device applications and various platforms of technologies, which insist on upgraded more efficient network model. Future i-campus using connected devices turn out to be a collection of sensors, big data application and data analytics for prediction, and other application of IoT technologies to make enhanced smart campus.

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

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,

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

gamification platform to connect applications with user's real-world environments.

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

**Figure 1.** Customer's connected device preferences: Source GSMA report [2].

or following social rules such as taking turns [3].

motivate learners too [3].

As per **Table 1** from HP estimation, they conducted the survey, all prediction figures are drastically increasing over a period of time and the results are quite surprising factors to understand the need for modern infrastructure in academic Campus too. So global level all fields are moving toward for completely automated is understandable. "43% IoT data processing at done before sent to cloud data center, 38% application's data have economic impact on which it required interoperability between one IoT platform to another systems, 85% of industry will adopting IoT platform by 2019." [1] So many devices help to link among the physical world and digital platform to progress life of productivity, highly skilled society and maximum automated smart industries and their products finally a great platform to Produce skilled workers more knowledge with highly engaged to be part of growth for the country. Smart homes are gradually trending among all builders; construction to provide people with a comfortable zone level of high technologies enhanced smart homes. Wearable's devices rapidly


**Table 1.** Connected devices estimation [1].

Research Study on Significance of Gamification Learning and i-Campus Using Internet of Things… http://dx.doi.org/10.5772/intechopen.75744 87

**Figure 1.** Customer's connected device preferences: Source GSMA report [2].

any choice of away from modern world necessity, especially in teaching and learning system. Today so many challenges as we have a different way of learning so teaching becomes unconcerned because in many institute's modern infrastructures is lagging especially in Asian countries and developing countries. Students are in the speedy world using internet maximum timing. So this increased more opportunity to engage them gamification learning mode easily to any individual learners thinking methods and to progress in their various skills, it was quite difficult to engage them in the traditional classroom campus become challenging factors.

In academics, lecturers are compelled to work on normal blackboard and chalk piece of teaching methods. To overcome this campus infrastructure needs to be enhanced in such way to adopt the internet of things platform based smart classrooms, smart campus, smart lab…etc. So it will help many students to enhance the professional way and in-depth academic way of performance with highly configured resource availability. For this, here we propose two major factors in terms higher engagement level will be addressed for more active learners and incorporate them to be part of smart campus maximum timings inside their institute's location. However, simply providing smart, modern campus is not enough to rectify this problem so need of gamification e-learning platform model vital within the campus network. While various factors are concerned to modernize smart campus, but this research study took major factors concern to improve efficiency in terms of engaging student learners in improving their focus on learning and being inside the campus for a longer duration to part various learning models and assessments toward gamifica-

As per **Table 1** from HP estimation, they conducted the survey, all prediction figures are drastically increasing over a period of time and the results are quite surprising factors to understand the need for modern infrastructure in academic Campus too. So global level all fields are moving toward for completely automated is understandable. "43% IoT data processing at done before sent to cloud data center, 38% application's data have economic impact on which it required interoperability between one IoT platform to another systems, 85% of industry will adopting IoT platform by 2019." [1] So many devices help to link among the physical world and digital platform to progress life of productivity, highly skilled society and maximum automated smart industries and their products finally a great platform to Produce skilled workers more knowledge with highly engaged to be part of growth for the country. Smart homes are gradually trending among all builders; construction to provide people with a comfortable zone level of high technologies enhanced smart homes. Wearable's devices rapidly

tion functionalities.

86 Trends in E-learning

**Year wise Number of connected devices (IoT)**

 0.3 Million 90.3 Million 5.0 Billion 9.0 Billion 1.0 Trillion

**Table 1.** Connected devices estimation [1].

increasing among students and adult user's usage level need to be considered to utilize in gamification platform to connect applications with user's real-world environments.

As **Figure 1** about GSMA study finds customers interest for possible connected device they likely to use for home appliance [2]. As Campus modernization is very important in Smart Campus for academic institutions so usage of Internet of Things (IoT) becomes evidently are important across the globe and all colleges and institutes need to prepare for data collection from different sets of sensors, smart device applications and various platforms of technologies, which insist on upgraded more efficient network model. Future i-campus using connected devices turn out to be a collection of sensors, big data application and data analytics for prediction, and other application of IoT technologies to make enhanced smart campus.
