Towards an adaptive gamification Model Based on Ontologies

Souha Bennani, A. Maalel, H. Ghézala
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引用次数: 2

Abstract

Gamification used in e-learning platforms is considered as a very valuable process forasmuch as it helps students to focus on their study manner, improve their educational experiences, boost their motivation and engagement and facilitate the learning mechanism. However, the one-size-fits-all approach could be inadequate for all learners. Whereas learners are educated regardless of their concerns, cognitive capacities, learning styles, attitudes, and personalities, which are all unique to them. Adaptive gamification has emerged, focusing on adaptive learning and cognitive science research and is providing personalized learning according to what the learner has for skills and interests. In this article, we present a personalized gamification model based on ontologies. The potential of our model is that it combines, at the same time, adaptive learning and adaptive gamification. Also, it considers both player context and learner context to adapt learning scenarios. The first implementation steps of our proposed approach will be presented in this article.
基于本体的自适应游戏化模型
在电子学习平台中使用的游戏化被认为是一个非常有价值的过程,因为它可以帮助学生专注于他们的学习方式,改善他们的教育体验,提高他们的积极性和参与度,并促进学习机制。然而,一刀切的方法可能并不适合所有的学习者。然而,学习者所受的教育与他们的关注点、认知能力、学习风格、态度和个性无关,这些都是他们独特的。适应性游戏化已经出现,专注于适应性学习和认知科学研究,并根据学习者的技能和兴趣提供个性化学习。在本文中,我们提出了一个基于本体的个性化游戏化模型。我们模型的潜力在于,它同时结合了适应性学习和适应性游戏化。此外,它还考虑了玩家情境和学习者情境来适应学习场景。本文将介绍我们提出的方法的第一个实现步骤。
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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