Convergence of Gamification and Machine Learning: A Systematic Literature Review

被引:28
作者
Khakpour, Alireza [1 ]
Colomo-Palacios, Ricardo [1 ]
机构
[1] Ostfold Univ Coll, Fac Comp Sci, BRA Veien 4, N-1757 Halden, Norway
关键词
Gamification; Machine learning; Learning; Personalization; Behavioral change; Systematic literature review; RECOGNITION; PERFORMANCE; GAME;
D O I
10.1007/s10758-020-09456-4
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Recent developments in human-computer interaction technologies raised the attention towards gamification techniques, that can be defined as using game elements in a non-gaming context. Furthermore, advancement in machine learning (ML) methods and its potential to enhance other technologies, resulted in the inception of a new era where ML and gamification are combined. This new direction thrilled us to conduct a systematic literature review in order to investigate the current literature in the field, to explore the convergence of these two technologies, highlighting their influence on one another, and the reported benefits and challenges. The results of the study reflect the various usage of this confluence, mainly in, learning and educational activities, personalizing gamification to the users, behavioral change efforts, adapting the gamification context and optimizing the gamification tasks. Adding to that, data collection for machine learning by gamification technology and teaching machine learning with the help of gamification were identified. Finally, we point out their benefits and challenges towards streamlining future research endeavors.
引用
收藏
页码:597 / 636
页数:40
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