AG- Learn: Adaptive Gamification Approach for Interactive Learning Systems

被引:0
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作者
Souha Bennani [1 ]
Ahmed Maalel [1 ]
Henda Ben Ghezala [2 ]
Achref Daouahi [1 ]
机构
[1] National School of Computer Sciences,RIADI Laboratory
[2] University of Manouba,Higher Institute of Applied Science and Technology
[3] University of Sousse,Envast, Technopôle de Sousse
[4] Cité Hammam Maarouf,undefined
关键词
E-learning; Adaptive learning; Adaptive gamification; Learner profile; Artificial intelligence; Recommendation system;
D O I
10.1007/s42979-024-03579-6
中图分类号
学科分类号
摘要
The learner and the learning content are the key factors that contribute to the success of any learning system. In this regard, scientific research is focused on these two factors to improve learner engagement with the learning environment. Each learner seeks an environment appropriate to their needs, which provides personalized and adaptive content to ensure a more successful and useful learning experience for them. To deliver this content, we identify the learner’s intentions, needs and preferences. Existing research is emerging towards the adaptation of learning systems and shows that modeling the learner profile is an important process for achieving this adaptation. We have found that it is necessary to focus on the learner and focus on their dynamic profile to improve their engagement with the learning environment. In this work, we integrate the concept of adaptation into the learning systems, but also to integrate the concept of gamification, based on the dynamic learner profile, to offer an environment not only adequate for academic needs but also a fun and entertaining environment. It is therefore this context that we propose an adaptive gamification approach called “AG-Learn” (Adaptive Gamification in Learning) by focusing on several learner characteristics, using machine learning techniques and recommender systems. We have combined the two concepts “adaptive learning” and “gamification” to provide gamified learning adapted to the learner profile with the objective of motivating and engaging them more and improving the quality of education and learning outcomes. We tested the effectiveness of our contributions in a gamified learning environment called “Class Quiz”.
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