Resumo:
The technological evolution provided by the Internet of Things is in increasing development and the demand for professionals increases proportionally. Parallel to this reality, the use of games as a learning tool is a suitable practice especially for the younger audience, as they present elements of fun and engagement. Serious games can help players acquire new experiences and complex knowledge, which are obtained by solving the challenges. In this context, the serious game proposed in this research, Desafio IoT, aims to provide an overview of some problems and solutions in embedded software development for smart homes. In addition to a serious purpose, the game seeks to awaken students' interest in the subject, spreading the idea and motivating to work in the development area. The implementation of the game was carried out according to the Learning Mechanics – Game Mechanics (LM-GM) specification model. In order to investigate the educational impact provided by the experience of using the game, besides the questionnaires on usage and technical knowledge, the MEEGA+ questionnaire was used to evaluate the game. The results allow concluding that the game was able to introduce students to the Internet of Things area and motivate them to further their knowledge on the subject. The evaluation of the game by the students presented a positive overall result, as well as approval in seven of the eight dimensions used in the analysis.