Tech4Seniors: A Gamified Challenge-Based Learning Experience Integrating Design Thinking and IoT

Authors

DOI:

https://doi.org/10.34190/ecgbl.20.2.5200

Keywords:

Gamification, Challenge-Based Learning, Design Thinking (DT), Internet of Things (IoT), Educational Innovation, Higher Education

Abstract

This paper presents Tech4Seniors, a short, intensive learning experience that engages engineering students in developing Internet of Things (IoT) solutions to real-world challenges faced by senior citizens. The activity combines Design Thinking and game-based learning principles within a structured, mission-based format, with students working in teams to progress through iterative stages of problem definition, ideation, prototyping, and evaluation. A key aspect of the experience is its focus on user-centred design. Before the in-class session, students interviewed older adults and worked with UX personas representing sensory, mobility, cognitive, or security-related challenges. These insights informed the development of functional prototypes using IoT components and rapid-prototyping materials. The activity was implemented with undergraduate students in a technology-oriented course and evaluated using a mixed-methods approach, including post-activity surveys (n = 52), expert assessment of final prototypes, and qualitative reflections. Two team-formation strategies—random assignment and leader-selected teams based on prior technical experience—were also examined. Results consistently show high levels of student engagement, perceived learning, collaboration, and the development of empathy. Students reported strong alignment between identified user needs and proposed solutions, and expert evaluations confirmed the prototypes' overall quality and feasibility. No meaningful differences were observed between the two team formation strategies. These findings suggest that short, structured, and game-oriented learning experiences can effectively support both technical and human-centred skills in engineering education, particularly when grounded in real-world user contexts. The paper offers a replicable model and practical insights for designing empathy-driven, game-based learning activities.

Author Biographies

Claudia Marcela Solis Garza, Tecnologico de Monterrey

Claudia Solis is a Computer Science Professor at Tecnologico de Monterrey, Mexico. Her work explores how emerging technologies can transform computing and engineering education. Her interests include immersive learning, gamification, virtual reality, biometrics, and IoT, with an emphasis on designing and evaluating innovative, technology-enhanced learning experiences for undergraduate students.

Cristina Veronica Gonzalez Cordova, Tecnologico de Monterrey

Cristina Gonzalez is a Computer Science Professor at Tecnológico de Monterrey, Mexico. She holds B.S. and M.S. degrees in Computer Science. Her research focuses on game-based learning, immersive technologies, educational escape rooms, and AI in education. She actively contributes to international conferences on computing education and educational innovation.

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Published

2026-09-28