IoT-Based Serious Game for Promoting the Psychomotor Competencies
5
Issued Date
2025-01-01
Resource Type
Scopus ID
2-s2.0-105007517838
Journal Title
2025 17th International Conference on Knowledge and Smart Technology Kst 2025
Start Page
255
End Page
259
Rights Holder(s)
SCOPUS
Bibliographic Citation
2025 17th International Conference on Knowledge and Smart Technology Kst 2025 (2025) , 255-259
Suggested Citation
Tangworakitthaworn P., Kurirung W., Luamsai N., Sotthana W. IoT-Based Serious Game for Promoting the Psychomotor Competencies. 2025 17th International Conference on Knowledge and Smart Technology Kst 2025 (2025) , 255-259. 259. doi:10.1109/KST65016.2025.11003332 Retrieved from: https://repository.li.mahidol.ac.th/handle/123456789/110735
Title
IoT-Based Serious Game for Promoting the Psychomotor Competencies
Author's Affiliation
Corresponding Author(s)
Other Contributor(s)
Abstract
This research project introduces an IoT-Based Serious Game design and development for improving the psychomotor competencies, especially the muscle development. The proposed serious game covers two main parts: The IoT-Based apparatus called the IoT Baton and the serious game application named the Ayutthaya Defender game. The proposed approach has utilized the motion-sensing technology and incorporates the gamification to incentivize the players, creating an interactive and immersive adventure for challenging and motivating the players to exercise and participate the physical activities. In this paper, the game design and development has demonstrated and the functionality evaluation of the developed IoT-Based apparatus has shown that all functions of the developed IoT Baton met the high usability level.
