Innovative Design of Internet of Things-Based Intelligent Teaching Tool with Application Using Quality Function Deployment †
Abstract
1. Introduction
2. Literature Review
2.1. Gamification and Learning Motivation
2.2. Board Game Design and Evaluation
3. Methods
- The design model introduced an innovative game mechanism that translated students’ play needs into feasible design features, with QFD as the core framework. The design requirements on the left wall of the House of Quality (Figure 1) were derived from the following literature review results: (1) Feedback: reward-based achievement reinforcement (E1-1); (2) Usability: play literacy (E1-2); (3) Control: appropriate challenge and learner autonomy (E1-3); (4) Interactivity: stimulating curiosity and interest (E2-1); (5) Naturalization (E2-2); (6) Relevance: linking new content to prior experience (E3-1); (7) Task Congruence: alignment between task and learning goals (E3-2).
- The importance weights of the seven design requirements were calculated by the design team using AHP. The process included the following steps: (1) Converting expert responses into a pairwise comparison matrix (Table 2); (2) Calculating weights via normalization of the geometric mean of rows (results in Table 3); (3) Conducting a consistency test to verify the validity of the questionnaire. Equations (1)–(3) present the AHP calculation formulas.
Feedback | Usability | Control | Interactivity | Naturalization | Relevance | Task Congruence | |
---|---|---|---|---|---|---|---|
Feedback | 1 | 2 | 2 | 1 | 4 | 1/6 | 3 |
Usability | 1/2 | 1 | 1/2 | 1/3 | 7 | 1/4 | 1/2 |
Control | 1/2 | 2 | 1 | 1/3 | 4 | 1/3 | 2 |
Interactivity | 1 | 3 | 3 | 1 | 7 | 1 | 4 |
Naturalization | 1/4 | 1/7 | 1/4 | 1/7 | 1 | 1/4 | 1/3 |
Relevance | 6 | 4 | 3 | 1 | 4 | 1 | 3 |
Task Congruence | 1/3 | 2 | 1/2 | 1/4 | 3 | 1/3 | 1 |
λmax | RI | CI | CR |
---|---|---|---|
7.72 | 1.32 | 0.12 | 0.09 |
Feedback | Usability | Control | Interactivity | Naturalisation | Relevance | Task Congruence | |
---|---|---|---|---|---|---|---|
Importance Weighting | 0.15 | 0.08 | 0.11 | 0.25 | 0.03 | 0.30 | 0.08 |
Weight Ranking | 3 | 4 | 5 | 2 | 6 | 1 | 4 |
4. Results
4.1. Expert Evaluation
4.2. IoT-Integrated Board Game Design
5. Conclusions and Recommendations
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
- Manzano-León, A.; Camacho-Lazarraga, P.; Guerrero-Puerta, L.; Guerrero-Puerta, A.; Aguilar-Parra, J.M.; Trigueros, R.; López-Liria, R. Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education. Sustainability 2021, 13, 2247. [Google Scholar] [CrossRef]
- Laroche, M.; Bergeron, J.; Goutaland, C. Exploring How Intangibility Affects Perceived Risk. J. Serv. Res. 2003, 6, 373–389. [Google Scholar] [CrossRef]
- Chiarello, F.; Castellano, M.G. Board Games and Board Game Design as Learning Tools for Complex Scientific Concepts: Some Experiences. Int. J. Game-Based Learn. 2016, 6, 1–14. [Google Scholar] [CrossRef]
- Kurni, M.; KG, S. IoT-Enabled Gamification for Education. In The Internet of Educational Things: Enhancing Students’ Engagement and Learning Performance; Springer: Cham, Switzerland, 2024; pp. 151–168. [Google Scholar] [CrossRef]
- Bharathi, G.P.; Chandra, I.; Sanagana, D.P.R.; Tummalachervu, C.K.; Rao, V.S.; Neelima, S. AI-Driven Adaptive Learning for Enhancing Business Intelligence Simulation Games. Entertain. Comput. 2024, 50, 100699. [Google Scholar] [CrossRef]
- Zhao, Y.; Gao, W.; Ku, S. Optimization of the Game Improvement and Data Analysis Model for the Early Childhood Education Major via Deep Learning. Sci. Rep. 2023, 13, 20273. [Google Scholar] [CrossRef] [PubMed]
- Huotari, K.; Hamari, J. A Definition for Gamification: Anchoring Gamification in the Service Marketing Literature. Electron. Mark. 2017, 27, 21–31. [Google Scholar] [CrossRef]
- Chapman, J.R.; Rich, P.J. Does Educational Gamification Improve Students’ Motivation? If So, Which Game Elements Work Best? J. Educ. Bus. 2018, 93, 315–322. [Google Scholar] [CrossRef]
- Leitão, R.; Maguire, M.; Turner, S.; Guimarães, L. A Systematic Evaluation of Game Elements Effects on Students’ Motivation. Educ. Inf. Technol. 2022, 27, 1081–1103. [Google Scholar] [CrossRef]
- Shah, J.Y.; Kruglanski, A.W. The Structure and Substance of Intrinsic Motivation. In Intrinsic and Extrinsic Motivation: The Search for Optimal Motivation and Performance; Sansone, C., Harackiewicz, J.M., Eds.; Academic Press: San Diego, CA, USA, 2000; pp. 105–127. [Google Scholar] [CrossRef]
- Harlen, W.; Deakin Crick, R. Testing and Motivation for Learning. Assess. Educ. Princ. Policy Pract. 2003, 10, 169–207. [Google Scholar] [CrossRef]
- Mora, A.; Riera, D.; Gonzalez, C.; Arnedo-Moreno, J. A Literature Review of Gamification Design Frameworks. In Proceedings of the 2015 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games), Skövde, Sweden, 16–18 September 2015; IEEE: New York, NY, USA, 2015; pp. 1–8. [Google Scholar]
- Plass, J.L.; Perlin, K.; Nordlinger, J. The Games for Learning Institute: Research on Design Patterns for Effective Educational Games. In Proceedings of the Game Developers Conference, San Francisco, CA, USA, 9–13 March 2010. [Google Scholar]
- Plass, J.L.; Homer, B.D.; Kinzer, C.K. Foundations of Game-Based Learning. Educ. Psychol. 2015, 50, 258–283. [Google Scholar] [CrossRef]
- Hunicke, R.; LeBlanc, M.; Zubek, R. MDA: A Formal Approach to Game Design and Game Research. In Proceedings of the AAAI Workshop on Challenges in Game AI, San Jose, CA, USA, 26–27 July 2004. [Google Scholar]
- Almeida, A.C. Multi Actor Multi Criteria Analysis (MAMCA) as a Tool to Build Indicators and Localize Sustainable Development Goal 11 in Brazilian Municipalities. Heliyon 2019, 5, e02128. [Google Scholar] [CrossRef] [PubMed]
- Jueru, T.; e Silva, R.F.; Ferrão, S. Success Factors for Using Gamification in Language Teaching. In Proceedings of the 2019 International Symposium on Computers in Education (SIIE), Jerez de la Frontera, Spain, 13–15 November 2019; IEEE: New York, NY, USA, 2019; pp. 1–4. [Google Scholar]
- Hao, K.-C.; Lee, L.-C. The Development and Evaluation of an Educational Game Integrating Augmented Reality, ARCS Model, and Types of Games for English Experiment Learning: An Analysis of Learning. Interact. Learn. Environ. 2021, 29, 1101–1114. [Google Scholar] [CrossRef]
- Othman, Z.; Aziz, M.J.A.; Yusoff, S.; Yacob, A.; Mohd, M. An Educational Game on the Theories of Driver Education Curriculum: An Evaluation. Int. J. Eval. Res. Educ. 2020, 9, 1088–1095. [Google Scholar] [CrossRef]
- Mitgutsch, K.; Alvarado, N. Purposeful by Design? A Serious Game Design Assessment Framework. In Proceedings of the International Conference on the Foundations of Digital Games, Raleigh, NC, USA, 29 May–1 June 2012; pp. 121–128. [Google Scholar]
- Tan, J.L.; Goh, D.H.; Ang, R.P.; Huan, V.S. Participatory Evaluation of an Educational Game for Social Skills Acquisition. Comput. Educ. 2013, 64, 70–80. [Google Scholar] [CrossRef]
- Díaz-Ramírez, J. Gamification in Engineering Education—An Empirical Assessment on Learning and Game Performance. Heliyon 2020, 6, e04972. [Google Scholar] [CrossRef] [PubMed]
- Nabhani, S.; Malas, A.; Bahous, I.; Sabra, R. Development and Evaluation of an Educational Game to Support Pharmacy Students. Curr. Pharm. Teach. Learn. 2020, 12, 786–803. [Google Scholar] [CrossRef] [PubMed]
- Yanes, N.; Bououd, I. Using Gamification and Serious Games for English Language Learning. In Proceedings of the 2019 International Conference on Computer and Information Sciences (ICCIS), Jouf, Saudi Arabia, 3–4 April 2019; IEEE: New York, NY, USA, 2019; pp. 1–6. [Google Scholar]
- Eagle, M.; Barnes, T. Experimental Evaluation of an Educational Game for Improved Learning in Introductory Computing. ACM SIGCSE Bull. 2009, 41, 321–325. [Google Scholar] [CrossRef]
- Liu, D.; Santhanam, R.; Webster, J. Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems. MIS Q. 2017, 41, 1011–1034. [Google Scholar] [CrossRef]
- Liu, S.F.; Chang, J.F.; Hsiao, Y.T.; Wu, C.H. Smart Tea Utensil Design for Improving Beginners’ Tea Brewing Experience. Sustainability 2023, 15, 15044. [Google Scholar] [CrossRef]
- Neira-Rodado, D.; Ortíz-Barrios, M.; De la Hoz-Escorcia, S.; Paggetti, C.; Noffrini, L.; Fratea, N. Smart Product Design Process through the Implementation of a Fuzzy Kano-AHP-DEMATEL-QFD Approach. Appl. Sci. 2020, 10, 1792. [Google Scholar] [CrossRef]
System | Indicators and Criteria |
---|---|
Mechanics (E1) | To allow learners to assess and reinforce achievements with rewards (E1-1) [17,18]; Play literacy (E1-2) [17]; Challenge that matches player’s skill level (E1-3) [19,20]; To allow learners to have a sense of control over their success and develop learner confidence (E1-4) [18,19,21,22]; Adaptive Storyline and Context Based on Player Behavior and Decision-Making (E1-5) [5,7]; Balancing Cooperation and Competition to Enhance Engagement and Teamwork (E1-6) [6,7,8]; Hands-On Practice in a Simulated Environment (E1-7) [5,6] |
Dynamics (E2) | To capture the interest of learners and stimulate their curiosity to learn (E2-1) [21,23]; Naturalisation (E2-2) [24]; Collecting data on player behavior during gameplay (E2-3) [5,7]; Real-time Monitoring and Feedback (E2-4) [5,6,7] |
Aesthetics (E3) | Attraction and Preference (E3-1) [18,25]; Relevance and Embedding: To provide information that allows connection with learner’s prior experience; (E3-2) [21]; Task congruence (E3-3) [23,26]; Integration of Physical and Virtual Elements (E3-4) [5,6,7]; Contextual Immersion Experience (E3-5) [5,8] |
Very Bad | Bad | Average | Good | Very Good | |
---|---|---|---|---|---|
E111 | 0 | 0.065 | 0.032 | 0.484 | 0.419 |
E112 | 0 | 0 | 0.065 | 0.613 | 0.323 |
E121 | 0 | 0 | 0.355 | 0.548 | 0.097 |
E122 | 0 | 0.065 | 0.29 | 0.516 | 0.129 |
E131 | 0 | 0.065 | 0.355 | 0.516 | 0.065 |
E132 | 0 | 0.033 | 0.167 | 0.567 | 0.233 |
E133 | 0 | 0.032 | 0.032 | 0.581 | 0.355 |
E141 | 0 | 0.097 | 0.129 | 0.645 | 0.129 |
E142 | 0 | 0.032 | 0.097 | 0.581 | 0.29 |
E143 | 0 | 0 | 0.129 | 0.613 | 0.258 |
E211 | 0 | 0 | 0.032 | 0.516 | 0.452 |
E212 | 0 | 0 | 0.097 | 0.355 | 0.548 |
E213 | 0 | 0.032 | 0.032 | 0.484 | 0.452 |
E221 | 0 | 0.032 | 0.097 | 0.516 | 0.355 |
E222 | 0.032 | 0 | 0 | 0.742 | 0.226 |
E311 | 0 | 0.032 | 0.161 | 0.516 | 0.29 |
E312 | 0 | 0.032 | 0.065 | 0.774 | 0.129 |
E313 | 0 | 0.032 | 0.194 | 0.548 | 0.226 |
E321 | 0 | 0.065 | 0.097 | 0.484 | 0.355 |
E322 | 0 | 0 | 0.065 | 0.677 | 0.258 |
E331 | 0 | 0 | 0.129 | 0.581 | 0.29 |
Levels | NO. | Very Bad | Bad | Average | Good | Very Good |
---|---|---|---|---|---|---|
Indicators | E11 | 0.00 | 0.03 | 0.05 | 0.55 | 0.37 |
E12 | 0.00 | 0.02 | 0.33 | 0.54 | 0.11 | |
E13 | 0.00 | 0.04 | 0.14 | 0.56 | 0.26 | |
E14 | 0.00 | 0.05 | 0.12 | 0.62 | 0.20 | |
E21 | 0.00 | 0.01 | 0.06 | 0.44 | 0.50 | |
E22 | 0.02 | 0.02 | 0.05 | 0.63 | 0.29 | |
E31 | 0.00 | 0.03 | 0.13 | 0.63 | 0.20 | |
E32 | 0.00 | 0.04 | 0.09 | 0.55 | 0.32 | |
E33 | 0.00 | 0.00 | 0.13 | 0.58 | 0.29 | |
System | E1 | 0.00 | 0.04 | 0.14 | 0.58 | 0.24 |
E2 | 0.01 | 0.01 | 0.06 | 0.50 | 0.43 | |
E3 | 0.00 | 0.03 | 0.11 | 0.58 | 0.28 | |
Overall evaluation | 0.00 | 0.03 | 0.11 | 0.56 | 0.30 |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2025 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Hsiao, H.-C.; Shieh, M.-D.; Wu, C.-H.; Hsiao, Y.-T.; Chang, J.-F. Innovative Design of Internet of Things-Based Intelligent Teaching Tool with Application Using Quality Function Deployment. Eng. Proc. 2025, 108, 17. https://doi.org/10.3390/engproc2025108017
Hsiao H-C, Shieh M-D, Wu C-H, Hsiao Y-T, Chang J-F. Innovative Design of Internet of Things-Based Intelligent Teaching Tool with Application Using Quality Function Deployment. Engineering Proceedings. 2025; 108(1):17. https://doi.org/10.3390/engproc2025108017
Chicago/Turabian StyleHsiao, Hsu-Chan, Meng-Dar Shieh, Chi-Hua Wu, Yu-Ting Hsiao, and Jui-Feng Chang. 2025. "Innovative Design of Internet of Things-Based Intelligent Teaching Tool with Application Using Quality Function Deployment" Engineering Proceedings 108, no. 1: 17. https://doi.org/10.3390/engproc2025108017
APA StyleHsiao, H.-C., Shieh, M.-D., Wu, C.-H., Hsiao, Y.-T., & Chang, J.-F. (2025). Innovative Design of Internet of Things-Based Intelligent Teaching Tool with Application Using Quality Function Deployment. Engineering Proceedings, 108(1), 17. https://doi.org/10.3390/engproc2025108017