Making education media particular serious game for learning science based on technology trend need more notice and discussion. So that, the aim of this article was discuss what we need to develop education game engage IoT ecosystem. This research method is content analyse which analyse some research about IoT, IoT gamification, and IoT education. There is compatibility from student and teacher need when run and after run IoT as their game platform on classroom. The result of this research are how to build and what are guidelines of developer and teacher. In addition, the challenge and solution of establishing IoT such as security term was founded. Therefore, the general guidelines and requirement can be reasoning for developer or teacher who interested to exercise IoT on game based learning.
Technology is urgently needed in the era of education 4.0 when technology and human are straight to bring through the new odds of multimedia and technology. The 21st century education in the digital literacy era requires students to able for using the multimedia technology. The recently of the new technology that are start to be widely is The Internet of Things (IoT). The technology concept that can expand using of internet connectivity by automatically connecting us to objects around us called IoT. IoT connecting us by censoring object. The IoT has commenced to broadly used and discussed in any fields such as education field, health field, architecture field, etc. Smart homes, smart cities, smart rooms, smart libraries, etc. also take advantage of IoT technology to facilitate their work. The reasearch using a literature review method. The aims of this paper is to see the benefits and the framework of IoT technology when it applied to a smart laboratory in middle school level.
Technological advances in this era are developing very rapidly, including 5G technology. This has led to the development of IoT which can be used in various fields including in education. Saveral researchers have developed IoT in education management or in learning. The purpose of this study is to provide an overview of the potential for IoT in science education as a preliminary study of our present research in use of IoT to improve the quality of meaningful science learning. This research is a literature review research. The review was carried out by analyzing articles in the Scopus, ERIC and Google scholar citation databases. In this case, IoT has been identified by several studies as having very useful potential to support more comprehensive learning activities. Based on the results of this literature review, IoT can be new breakthrough that has the potential to improve meaningful in science learning.
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