Later, we classify the state-of-the-art by devising a comprehensive taxonomy. First, we highlight serious game domains and spot the evolution and motivation that lead to Internet-of-Things-enabled Serious Games.
This paper aims to provide a comprehensive survey on Internet of things-enabled serious games and investigate the challenges towards their realization. However, deploying serious games in the Internet of Things environment engenders new challenges. Internet of Things, the biggest provider of modern-day games via personal mobiles, can be utilized to design serious games. Serious games are becoming one of the sizzling literature topics and are applied to every part of human lives, such as education, healthcare, and physical training, to name a few. Serious games are games whose sole aim is not entertainment but rather to serve as a source of information and learning in a playful manner. A recent trend in information communication technologies is integrating miniature sensing devices to elevate the experience in serious games.
Many application domains have embraced it to solve challenges that have long been considered hurdles. Internet of things has been one of the predominant research areas for the past two decades. From this analysis, we conclude with six proposed design principles that could be adopted by other teachers to help guide them in applying a similar approach in their teaching. Drawing on a wider research project, we identify three scenarios that were adopted by three teachers (Mathematics, Science and Language teacher) to teach a range of subjects that drew on XR student-created games. These affordances have been identified in the literature to highlight the benefits of XR and were explored in terms of how the added context of student-created games leveraged these affordances. In this article, we identify and explore twelve affordances framed in the notions of engagement, authenticity and contextualisation. We also explore how the added context of XR games provides additional benefits to engage and motivate learners. In this study, we explore how the affordances of XR can be leveraged to enable new learning opportunities, specifically in enabling students to design their own XR learning experiences. Through the integration of critical digital skills across the curriculum, students can demonstrate a range of learning outcomes across many different learning areas. These advances have also enabled the development of student-created XR experiences that provide opportunities for integrating learning with technology skills development. Recent advances in XR technology, especially in mobile XR tools, have made XR more accessible. While eXtended Reality (XR) ha s been shown to provide rich promise, its adoption within the educational context for student created games is still limited.