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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXIV October 2025
Applying Problem Based Learning in Electronic Engineering Project
Design
Mohd Amir Hamzah Bin Ab Ghani*, Mohamad Iman Syahmi Bin Mohd Safarin, Nur Idawati Binti Md
Enzai, Norhayati Binti Ahmad
Faculty of Electrical Engineering
*Corresponding Author
DOI: https://dx.doi.org/10.47772/IJRISS.2025.924ILEIID0075
Received: 23 September 2025; Accepted: 30 September 2025; Published: 01 November 2025
ABSTRACT
This paper discussed the design and development through Problem-Based Learning (PBL) framework for
Electrical Engineering student’s Final Year Project (FYP) titled Buzz Wire Arduino Arcade Game. The aim
was to apply the theoretical concept learned in class into actual practice by way of PBL. The project began
with problem identification, recognizing the lack of arcade games that combine entertainment with therapeutic
benefits. Knowledge acquisition involved reviewing related technologies and psychomotor training methods to
establish design requirements. During solution development, the system was prototyped using related software
and hardware components to deliver engaging gameplay while monitoring biometric signals such as heart rate.
Testing and evaluation were conducted through iterative experiments, leading to refinements such as vibration
feedback and wireless data visualization. Finally, reflection enabled the designer to assess outcomes,
demonstrating that the developed game achieves the desired objectives. The study highlights how applying the
PBL cycle encourage problem-solving, critical thinking, and innovation in electronic engineering design.
Keywords: (Problem-Based Learning, Electronic, Engineering Education, Game, Arduino)
INTRODUCTION
In todays fast-paced world, people rarely train their mental and physical coordination, and many recreational
activities do not enhance these abilities. This project addresses this gap by employing a problem-based
learning (PBL) approach, wherein learners engage in hands-on challenges designed to improve psychomotor
skills, specifically hand-eye coordination and motor control. Drawing inspiration from traditional buzz wire
games, this adaptation uses currently available technology such as Arduino microcontroller systems and real-
time data monitoring helps create an interactive learning environment.
The core problem-solving task involves guiding a metal ring along a wire course without making physical
contact, with immediate feedback provided via LEDs, a buzzer, and a timer. This setup encourages iterative
learning and self-assessment, key principles in PBL. The integration of a MAX30102 sensor allows real-time
monitoring and display of biometric data like heart rate or SpO2 levels, adding a health-monitoring aspect. The
use of OLED displays, and wireless data communication further enhances the project’s educational value by
visualizing data and enable remote monitoring.
The project exemplifies problem-based learning by challenging students to design, build, and refine a system
that combine fun and functionality. The Buzz Wire Arduino Arcade Game not only offers entertainment but
also serves as a tool for psychomotor therapy and precise movement training, making it applicable in
therapeutic, educational, and recreational. This interdisciplinary approach promotes critical thinking,
collaboration, and technical skills that is important for engineering education and real-world problem solving.
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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXIV October 2025
LITERATURE REVIEW
This literature review will combine current research generally on the use of Project-Based Learning (PBL)
approach in multiple studies that is focuses on higher education and engineering students.
Husin et al. (2025) researched on Project-Based Problem Learning (PBPL) in higher education engineering
found that PBPL improves problem-solving skills, critical thinking, and teamwork among engineering students
while stating that the method actively engages students in collaborative, real-world problem scenarios that
enhance their ability to analyze, design, and execute engineering solutions. All the mentioned traits are
important for student to get ready for professional world. Students reported increased motivation and
appreciation for the hands-on learning experience.
Chen, Kolmos, and Du (2025) compared engineering students' perceptions of a Problem and Project-Based
Learning (PBL) module delivered via face-to-face and online. The study found that while teamwork
satisfaction and collaboration were high in both methods, online delivery had unique factors impacting the
learning experience. The study highlights the growing need for flexible, active, student-centered learning
strategies in engineering education. It will prepare students for working industry that requires problem-solving
and design competencies.
Figure 1 Block diagram of the system.
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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXIV October 2025
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.
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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
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Special Issue | Volume IX Issue XXIV October 2025
Figure 2 Flowchart of the system
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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
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Special Issue | Volume IX Issue XXIV October 2025
RESULTS AND DISCUSSION
Simulation Result
Figure 3 shows the components are all connected and function accordingly in the simulation software. When
the power is turned ON, the Arduino Uno R3 is initiated and all sensor is on standby, with LCD displaying
TIMER”. The potentiometer is used to control the backlights of the LCD since non I2C integrated LCD is
used here. Few of the resistor is also connected series with components like LEDs to avoid damaging the
components.
Figure 3 Simulation circuit turned ON
It should be noted that the shown simulation circuit in Figure 3 utilized PIR sensor; however, in the final
hardware implementation, it was replaced with IR sensor as discussed in the methodology section of this paper.
A pushbutton was used to reset the timer, but triggering the first starting PIR sensor again will also
automatically reset the timer. During this early development, the heartbeat data implementation was not
applied.
Hardware Result
The prototype design is made from different materials such as plywood, cooper wire, aluminium rod, PVC
pipe with supporting components to suits the idea of the projects. Additional power button and mute button is
also added for the purpose of practical arcade centre functionality. The power supply is using 12V power
adapter, attained from the AC outlet through the input jack of the Arduino Uno R3. Since the power only need
5V voltage operation, the Arduino itself has already integrated with voltage regulator.
Figure 4 shows the final prototype of the system. Heartbeat monitoring system was an improvement made
when reaching the prototype phase, as to enhance its practical value and provide real-time physiological
feedback to players. By integrating the MAX30102 heartbeat sensor, the game not only offers a fun and
engaging experience but also serves as a tool for monitoring and improving the players physical and mental
well-being by making aware of the current state of the body. The system allows players to track their heart rate
(BPM), average BPM, and temperature during gameplay, making it particularly useful for rehabilitation or
motor skills therapy sessions. This feature helps players understand how their stress or concentration levels
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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXIV October 2025
affect their physiological state in which encouraging relaxation and focus. In addition, it introduced players to
the concept of biofeedback in a practical and interactive manner.
Figure 4 The final prototype of Buzz Wire Arduino Arcade Game
Optimum grip of the clipping force that holds the MAX30102 sensor allows a good data result of BPM,
Average BPM, and temperature. The data can be obtained accurately with slight of noise detected. Average
human beats per minutes is ranged between value 60-120, depending on the stress experienced. For this
project, it is implemented where the buzzer will also make sound corresponding to how high the BPM value is,
the higher the BPM value, the faster and higher the frequencies of the buzzer sound will be produced.
CONCLUSION
In conclusion, the Buzz Wire Arduino Arcade Game project serves as an example of Problem-Based Learning
(PBL) in action. The project was initialized by a complex problem: the need for an engaging system that could
at the same time improve psychomotor skills whilst providing entertainment and it also offers basic
physiological monitoring. To solve this problem, the process required the integration of electronic sensors and
microcontroller programming. The development starts from theoretical knowledge to practical application. The
MAX30102 sensor, for instance, was not just studied but implemented to provide real-time feedback.
Furthermore, the hands-on challenge of interfacing and coding components like the Arduino Uno R3, IR
sensors, and LCD display encourage critical problem-solving skills as issues like timing accuracy and system
reliability were debugged and solved.
Overall, this project demonstrates how a problem-based approach drives meaningful learning that has resulted
in a practical output. The need to develop a functional prototype from the ground up required research, design
thinking, and testing, which are the core elements of PBL. While the current finished product meets its initial
goals, the process of its development identifies future challenges, such as implementing wireless
communication or multiple gameplay modes. This PBL helps creates a foundation for innovation and practical
skill development which is relevant in real-world settings.
ACKNOWLEDGEMENTS
I would like to express my gratitude and appreciation to all those who have supported and help throughout the
process of completing this paper. Many thanks to all writers and colleagues.
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REFERENCES
1. Chen, J., Kolmos, A., & Du, X. (2025). Engineering students' perceptions of problem and project-based
learning (PBL) in online and face-to-face environments. Journal of Engineering Education, Advance
online publication.
2. Colmenares-Quintero, R. F. (2023). Problem based learning and design thinking to develop renewable
energy engineers' skills. Cogent Engineering, 10(1).
3. Husin, M., Usmeldi, U., Masdi, H., Simatupang, W., Fadhilah, F., & Hendriyani, Y. (2025). Project-based
problem learning: Improving problem-solving skills in higher education engineering
students. International Journal of Sociology of Education, 14(1), 6284.
4. Rahim, R. A., & Mahmud, S. N. D. (2025). Integrating the engineering design process (EDP) in STEM
classroom: A systematic literature review of impacts and challenges. STEM Education Journal, 12(3).
5. Wei, L. (2023). The study of the effectiveness of design-based engineering learning (DBEL). Frontiers in
Psychology, 14, Article 1151610.