Adaptive and Gamified Learning Environment (AGLE)

V. Naik, V. Kamat
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引用次数: 28

Abstract

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 thecommitment of the learners.
适应性和游戏化学习环境(AGLE)
在技术类教育中,与教学相关的问题太多了。由于大量学生被吸引到技术教育领域而产生的巨大实力,由于缺乏熟练的教师而导致的师生比例较小,要求在规定时间内完成教学大纲,行业需求与毕业生熟练程度之间存在差距,这些都是其中最重要的原因。很多研究都致力于寻找能够吸收这些毕业生的行业需求,但事实一再证明,这些学生毕业时并没有为行业做好准备。一个主要原因可能是教师无法满足每个学生的特点。也有足够的经验证据表明,很难保持学生的兴趣和参与。这项研究的目的是设计一种解决方案,既能解决这两个问题,即满足学生的个人需求,又能避免学生的脱离和不感兴趣。本文提出的系统结合了自适应学习环境(ALE)和游戏化的优点。自适应元素被认为有助于使用用户建模将内容与个人特征相匹配,而游戏化方面被认为是增加学生参与的一种手段。本研究旨在测量表现,并发现适应和游戏化对这两个特征的影响。通过我们的实验,我们打算建立这样一个事实,即一个包含适应和游戏化的环境肯定会对提高学习者的表现和投入产生影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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