{"title":"Towards an adaptive gamification Model Based on Ontologies","authors":"Souha Bennani, A. Maalel, H. Ghézala","doi":"10.1109/AICCSA53542.2021.9686937","DOIUrl":null,"url":null,"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.","PeriodicalId":423896,"journal":{"name":"2021 IEEE/ACS 18th International Conference on Computer Systems and Applications (AICCSA)","volume":"34 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2021 IEEE/ACS 18th International Conference on Computer Systems and Applications (AICCSA)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/AICCSA53542.2021.9686937","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.