Rahim and Mahmud (2025) reviewed the integration of the Engineering Design Process (EDP) into STEM
classrooms and in doing so revealed that embedding EDP improves critical engineering competencies such as
creativity, design thinking, and real-world problem solving. Wei (2023) investigated Design-Based
Engineering Learning (DBEL), in which engineering students engage in design activities. It helps by
promoting conceptual understanding and skill development. The research highlights DBEL's effectiveness to
mirror real engineering tasks, cultivate creativity in designing, problem-solving ability, and teamwork, which
all are critical for preparing students that’s aiming for engineering careers.
Colmenares-Quintero (2023) studied the use of problem-based learning combined with design thinking to
develop renewable energy engineering skills. The study demonstrates that PBL enhances students’ practical
and analytical skills tailored to engineering fields and increase their readiness for industry in renewable energy
sectors through collaborative and innovative problem solving.
Each paper focuses on active learning techniques that exposed engineering students in real-world problem
solving, design processes while including collaborative teamwork. The results reflect a positive outcome that
can helps contribute to a healthy engineering practice.
METHODOLOGY
The project development can be separated into two sections, hardware and software. The initial development
usually starts from design and simulation testing. Figure 1 illustrate the overall visualization of the system
showing the flow of two inputs and four outputs with microcontroller ARDUINO UNO R3 act as the main data
processor. The block diagram was created based on the design of the overall system that requires heartbeat
sensor and movement sensors as its input. The input used is the value of the recorded heartbeat and body
temperature in addition to IR sensors that detects starting and ending of the buzz game. Modification was made
during hardware testing phase to the starting and finishing point detection system, whereby the PIR sensors
were replaced with IR sensors, as the latter provide faster detection and greater practicality.
The Buzz Wire Arduino Arcade Game operates by integrating many electronic components to create a
functional and interactive gaming experience. Figure 2 shows the simulation flowchart of the gameplay where
the sensors detection triggers other components such as the LED, LCD and buzzer to operate accordingly. The
heartbeat sensor is continuously recording data and constantly giving the information in desired parameters
which is BPM, AVG BPM and TEMP. It should be noted that the sensors shown in Figure 2 are the IR sensors
implemented in the final hardware prototype.
This interactive game begins with a system initialization where all components are activated and ready. Then,
the player is prompted to place their finger on the heartbeat sensor. The challenge officially starts when the
player's metal ring triggers the first IR sensor, which simultaneously begins the timer and enable the real-time
monitoring of the player's heartbeat (BPM), average BPM and temperature.
The main gameplay requires the player to carefully guide the ring along the wire course without making
contact; a single touch before finishing the game course immediately triggers a failure sequence which is
activating the buzzer, red LED, and vibration motor. It will force players to restart the game.
Successful navigation of the entire course is confirmed when the ring triggers the second IR sensor at the finish
line, which stops the timer, concludes the game, and displays the final time recorded, heart rate data, and a
success message displayed on the LCD. A pushbutton is available to allows the system to be fully reset for the
next player.