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Integrating the Internet of Things (IoT) in Cultural Game Authoring Tool: An Innovative Approach in Maker Education
1 , * 2 , 1
1  School of Computer Science, Faculty of Science and Engineering, University of Nottingham Malaysia, 43500, Semenyih, Hulu Langat District, Selangor, Malaysia
2  Department of Civil Engineering, Faculty of Science and Engineering, University of Nottingham Malaysia, 43500, Semenyih, Hulu Langat District, Selangor, Malaysia
Academic Editor: Francisco Falcone

Abstract:

Recently there is a tremendous change throughout the world due to globalization and internationalization. In a diverse country, cultural heritage is a substantial aspect for its people of different ethnicities. Therefore, it is essential for people in a diverse country to be taught about cultural heritage as it is a part of their identity, consecutively increasing respect for each other’s social values. Museums and schools are recently trying to find better ways to do so other than visiting sites and viewing historical artifacts. With a great edutainment value, games have been known to grasp the minds of mainly young individuals. However, making specific games for each museum might be time-consuming and financially expensive. This is where the importance of a game authoring tool comes in with which any individual can make a unique experience for their fellow peers to indulge in cultural history. Recently Internet of Things (IoT) has been known to give an additional interactive method to further increase the edutainment value, but game designers have faced issues previously with properly integrating IoT. This research focuses on a cultural game authoring tool that mainly is based on sharing the story of the Kristang culture of Malacca in Malaysia and researches the best way to integrate IoT in this game authoring tool. Furthermore, it also researches whether adding IoT is beneficial in this type of maker education that utilizes serious 3D games for cultural education.

Keywords: serious games; gamification; IoT; maker education; cultural heritage; internet of things
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