Adaptive and Gamified Learning Environment(AGLE)

被引:15
|
作者
Naik, Vandana [1 ]
Kamat, Venkatesh [1 ]
机构
[1] Goa Univ, Dept Comp Sci & Technol, Taleigao, Goa, India
关键词
D O I
10.1109/T4E.2015.23
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
The problems associated with teaching in a class of technical education are too many. The huge strength resulted from a large number of students being attracted to technical education field, a smaller teacher to student ratio due to unavailability of skilled instructors, requirement of completion of syllabi within stipulated time, gaps between industry demands and the proficiency of the graduates passing, are some among the most important ones. A lot of research has been dedicated towards finding the needs of the industry that absorb these graduates and it has been proved time and again that these students are not industry ready when they pass out. A major reason could be the inability of the faculty to cater to each student characteristics. Also there has been enough empirical evidence that it is difficult to maintain the interest and engagement of the students. This study is being taken up with the intention to devise a solution that can address both these problems i.e. meeting individual needs of the student as well as keeping away the disengagement and disinterest of the students. The system proposed here combines the advantages of Adaptive Learning Environment(ALE) and that of Gamification. Adaptive element is expected to help to match contents to the individual characteristics using User Modeling while Gamified aspect is perceived as a means to increase the involvement of the students. This study aims at measuring performance and finding the effect of adaptation and gamification on these two characteristics. Through our experimentation we intend to establish the fact that a setting that involves adaptation and gamification can surely have an impact in improving the performance as well as the commitment of the learners.
引用
收藏
页码:7 / 14
页数:8
相关论文
共 50 条
  • [1] Student’s profile modeling in an adaptive gamified learning environment
    Siwar Missaoui
    Ahmed Maalel
    [J]. Education and Information Technologies, 2021, 26 : 6367 - 6381
  • [2] Student's profile modeling in an adaptive gamified learning environment
    Missaoui, Siwar
    Maalel, Ahmed
    [J]. EDUCATION AND INFORMATION TECHNOLOGIES, 2021, 26 (05) : 6367 - 6381
  • [3] A GAMIFIED VIRTUAL LEARNING ENVIRONMENT FOR STATISTICS LEARNING
    Tenorio, Marcos Mincov
    Lopes, Rui Pedro
    de Gois, Lourival Aparecido
    dos Santos Junior, Guatacara
    [J]. 12TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE (INTED), 2018, : 6248 - 6257
  • [4] Students' Evidential Increase in Learning Using Gamified Learning Environment
    Vanduhe, V. Z.
    Hassan, H. F.
    Oluwajana, Dokun
    Nat, M.
    Idowu, A.
    Agbo, J. J.
    Okunlola, L.
    [J]. PROCEEDINGS OF THE FUTURE TECHNOLOGIES CONFERENCE (FTC) 2018, VOL 1, 2019, 880 : 1109 - 1122
  • [5] CodeTraining: An Authoring Tool for a Gamified Programming Learning Environment
    Lucia Barron-Estrada, Maria
    Zatarain-Cabada, Ramon
    Lindor-Valdez, Mario
    [J]. ADVANCES IN SOFT COMPUTING, MICAI 2016, PT II, 2017, 10062 : 501 - 512
  • [6] Integrating Machine Learning into Learner Profiling for Adaptive and Gamified Learning System
    Bennani, Souha
    Maalel, Ahmed
    Ben Ghezala, Henda
    Daouahi, Achref
    [J]. COMPUTATIONAL COLLECTIVE INTELLIGENCE, ICCCI 2022, 2022, 13501 : 65 - 71
  • [7] Examining Information Quality and Perceived Learning Performance in a Gamified Environment
    Ofosu-Ampong, Kingsley
    Boateng, Richard
    Kolog, Emmanuel A.
    Anning-Dorson, Thomas
    [J]. 2020 IEEE 22ND CONFERENCE ON BUSINESS INFORMATICS (CBI 2020), VOL 2: RESEARCH-IN-PROGRESS AND WORKSHOP PAPERS, 2020, : 1 - 9
  • [8] Proposal of a gamified virtual learning environment for computer programming courses
    Pineda-Corcho, Andres F.
    Moreno-Cadavid, Julian
    [J]. PROCEEDINGS OF 2017 IEEE GLOBAL ENGINEERING EDUCATION CONFERENCE (EDUCON2017), 2017, : 1671 - 1675
  • [9] Personality effects on students' intrinsic motivation in a gamified learning environment
    Tlili, Ahmed
    Denden, Mouna
    Essalmi, Fathi
    Jemni, Mohamed
    Huang, Ronghuai
    Chang, Ting-Wen
    [J]. 2019 IEEE 19TH INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES (ICALT 2019), 2019, : 100 - 102
  • [10] THE EXPERIENCE OF THE APPLICATION OF A GAMIFIED VIRTUAL LEARNING ENVIRONMENT IN HIGHER EDUCATION
    Tenorio, Marcos Mincov
    Lopes, Rui Pedro
    de Gois, Lourival Aparecido
    Mesquita, Cristina
    dos Santos Junior, Guatacara
    [J]. 11TH INTERNATIONAL CONFERENCE OF EDUCATION, RESEARCH AND INNOVATION (ICERI2018), 2018, : 4486 - 4494