**7. Conclusion**

This chapter signifies the importance to an i-campus of an educational institution and the gamification learning mode of teaching and learning must be a part of the IoT-enabled campus. Research work given findings related two dimensions of educational fields, 1st perceptive about the need of IoT in campus, for enhanced technology availability for i-campus, which is realistic in the future and 2nd perceptive about better of engaging the student's effective learning using gamification. So many features are discussed, including smart classroom and gamification, notes sharing for knowledge transfer, online assessments using e-learning application; gamily helps to be competing among every learner. Hence it implies the importance of both methodologies for i-campus platform to makes learners for highly skilled oriented and efficient with smart learning environments.
