Serious Game for Immersion in Embedded Software Development: An Approach Focusing on Smart Homes

  • Cleidiana Reis dos Santos UNIFEI
  • Rodrigo Duarte Seabra UNIFEI

Resumo


The serious game proposed aims to provide an overview of some problems and solutions in embedded software development for smart homes. The game seeks to spark students’ interest in the subject, spreading the idea and motivating them to work in the development area. The game was implemented according to the Learning Mechanics – Game Mechanics (LM-GM) specification model. In order to investigate the educational impact provided by the experience of using the game, besides the questionnaires on usage and technical knowledge, the MEEGA+ questionnaire was used to evaluate the game. The results allow concluding that the game was able to introduce students to the Internet of Things area and motivate them to further their knowledge on the subject. The evaluation of the game by the students presented a positive overall result, as well as approval in seven of the eight dimensions used in the analysis.

Referências

Arnab, S. et al. (2015). Mapping learning and game mechanics for serious games analysis. British Journal of Educational Technology, v. 46, n. 2, p. 391-411.

Ashton, K. (2009). That ‘internet of things’ thing. RFID Journal, v. 22, n. 7, p. 97-114.

Azevedo, G. S. et al. (2022). Dengueside Survival: providing a serious board game to fight against the Aedes aegypti mosquito. Journal on Interactive Systems, v. 13, n. 1, p. 1-14.

Balta-Ozkan, N. et al. (2014). European smart home market development: public views on technical and economic aspects across the United Kingdom, Germany and Italy. Energy Research & Social Science, v. 3, p. 65-77.

Barros, E. S. (2020). Aplicação de jogos digitais educacionais e simuladores na capacitação profissional no setor agroindustrial. Dissertação (Mestrado em Administração) – Universidade Estadual Paulista “Júlio de Mesquita Filho”, 126 p.

Brasil. (2016). Resolução n° 510, de 07 de abril de 2016. Dispõe sobre as normas técnicas de pesquisas em ciências humanas e sociais. Conselho Nacional de Saúde.

Camacho-Guerrero, J. A. and Macedo A. A. (2013). HTML5, CSS3 and Jquery mobile for intelligent home control. In Proceedings of the 19th Brazilian Symposium on Multimedia and the Web, pages 9-10.

Clua, E. e Rodrigues, R. F. (2020). Jogos, entretenimento e expressões digitais. Computação e Sociedade. Cuiabá: EdUFMT Digital.

Chochiang, K. et al. (2019). ArViz: an IoT teaching tool for high school students. In 2019 23rd International Computer Science and Engineering Conference (ICSEC), pages 87-91.

Cristóvão, L. T. F. (2018). Cidades inteligentes – um jogo digital sério. Dissertação (Mestrado em Engenharia Eletrotécnica e Computadores) – Faculdade de Ciências e Tecnologia, Universidade Nova de Lisboa, Lisboa, 85 p.

Dolinay, J. et al. (2011). Teaching platform for lessons of embedded systems programming. In Proceedings of 13th WSEAS International Conference on Automatic Control, Modelling & Simulation, pages 158-161.

EMBARCADOS. (2019). Pesquisa sobre o Mercado Brasileiro de Desenvolvimento de Sistemas Embarcados e IoT 2019. [link]

EMBARCADOS. (2021). Relatório da Pesquisa sobre o Mercado Brasileiro de Sistemas Embarcados e IoT 2021. [link]

Feichas, F. A. et al. (2021). Gamificação no ensino superior em ciência da computação: uma revisão sistemática da literatura. Revista Novas Tecnologias na Educação, v. 19, n. 1, p. 443-452.

González, J. et al. (2013). The use of video-gaming devices as a motivation for learning embedded systems programming. IEEE Transactions on Education, v. 56, n. 2, p. 199-207.

Heltzel, P. (2018). 11 posições de TI com falta de profissionais qualificados. [link]

Huizinga, J. (2019). Homo Ludens: o jogo como elemento da cultura. 1. ed. São Paulo: Perspectiva.

Ismail, Y. (2019). Internet of things (IoT) for automated and smart applications. BoD–Books on Demand.

Kim, T. et al. (2017). Smart city and IoT. Future Generation Computer Systems, v. 76, p. 159-162.

Marikyan, D. et al. (2019). A systematic review of the smart home literature: a user perspective. Technological Forecasting and Social Change, v. 138, p. 139-154.

Mavroudi, A. et al. (2018). Game-based learning for IoT: the tiles inventor toolkit. In Auer, M., Tsiatsos, T. (eds) Interactive Mobile Communication Technologies and Learning. IMCL 2017. Advances in Intelligent Systems and Computing, 725, Springer, Cham.

MCKINSEY & COMPANY. (2019). Connected Home Market. [link]

Nascimento, D. R. e Fettermann, D. (2021). Quais os fatores que interferem na aceitação das tecnologias da casa inteligente pelo usuário: uma revisão. Produto & Produção, v. 22, n. 3, p. 122-138.

Nima, U. et al. (2018). A serious game for competence development in internet of things and knowledge sharing. In 2018 IEEE International Conference on Industrial Engineering and Engineering Management (IEEM), pages 1786-1790.

Oliveira, J. R. e Shin-Ting, W. (2019). Tópico 10. DCA - FEEC Unicamp.

Petri, G. et al. (2019). MEEGA+: um modelo para a avaliação de jogos educacionais para o ensino de computação. Revista Brasileira de Informática na Educação, v. 27, n. 3, p. 52-81.

Sato, A. K. O. e Cardoso, M. V. (2008). Além do gênero: uma possibilidade para a classificação de jogos. In Proceedings of SBGames, 8, pages 54-63.

STATISTA. (2022). Smart Home – Worldwide. [link]

Wilkinson, P. (2016). A brief history of serious games. In Dörner, R., Göbel, S., Kickmeier-Rust, M., Masuch, M., & Zweig, K. (eds) Entertainment Computing and Seri-ous Games. Lecture Notes in Computer Science, 9970, Springer, Cham.
Publicado
21/07/2024
SANTOS, Cleidiana Reis dos; SEABRA, Rodrigo Duarte. Serious Game for Immersion in Embedded Software Development: An Approach Focusing on Smart Homes. In: SEMINÁRIO INTEGRADO DE SOFTWARE E HARDWARE (SEMISH), 51. , 2024, Brasília/DF. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2024 . p. 1-12. ISSN 2595-6205. DOI: https://doi.org/10.5753/semish.2024.1786.