Flow Experience in Learning: When Gamification Meets Artificial Intelligence in Education

被引:3
|
作者
Bittencourt, Ig Ibert [1 ]
Isotani, Seiji [2 ]
Wanick, Vanissa [3 ]
Ranchhod, Ashok [3 ]
机构
[1] Univ Fed Alagoas, Maceio, Alagoas, Brazil
[2] Univ Sao Paulo, Sao Paulo, Brazil
[3] Univ Southampton, Southampton, Hants, England
来源
ARTIFICIAL INTELLIGENCE IN EDUCATION, PT II | 2018年 / 10948卷
基金
美国国家科学基金会;
关键词
Personalization; Intelligent tutoring systems; Game design;
D O I
10.1007/978-3-319-93846-2
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
It is still very common that students become disengaged or bored during the learning process by using intelligent educational systems. On the other hand, there is a growing interest in gamification as well as its applications and implications in the field of Artificial Intelligence in Education since it provides an alternative to engage and motivate students, and thereby help students to reach flow state during the learning process. The term Gamification originated in the digital media industry, however, such a term only gained widespread acceptance after late 2010. Since then most of the research on gamification in educational systems was about conceptualization, modelling and impact of use. The goal of this workshop is to provide participants the opportunity to: (i) present and discuss the empirical studies of gamification in Intelligent Educational Systems; (ii) discuss and promote innovative initiatives in educational settings with the use of gamification; and iii) motivate and solidify the research on gamification of intelligent educational systems in order to leverage the development of such systems.
引用
收藏
页码:541 / 543
页数:3
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