Hybrid Gamification and AI Tutoring Framework using Machine Learning and Adaptive Neuro-Fuzzy Inference System

K Sankara Narayanan, A. Kumaravel
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Abstract

Although technology has significantly improved the teaching and learning process, it has not been able to increase students' self-motivation and engagement at the same level. The lack of self-motivation and intermittent engagement is currently one of the primary challenges faced by educators. This new approach to learning called the hybrid gamification framework uses a combination of artificial intelligence (AI), machine learning (ML), and the Adaptive Neuro-Fuzzy Inference System (ANFIS) to create a more engaging and personalized learning experience. By tracking students' interactions and performance, the system can allocate rewards based on their progress, which helps to increase their motivation and engagement. This technology makes it possible for educators to collect and analyse data related to students' engagement patterns, quiz scores, time spent on learning activities, participation in discussion forums, and much more. This data analysis enables educators to identify struggling students and high achievers, allowing them to provide tailored support and instruction to maximize student success. A pilot implementation of this system involving 200 computer science students successfully demonstrated the effectiveness of this technology. This research provides a comprehensive understanding of gamification's impact by combining quantitative data with qualitative insights.
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使用机器学习和自适应神经模糊推理系统的混合游戏化和人工智能辅导框架
尽管技术极大地改善了教学过程,但却无法在同等水平上提高学生的自我激励和参与度。缺乏自我激励和间歇性参与是当前教育工作者面临的主要挑战之一。这种新的学习方法被称为混合游戏化框架,它将人工智能(AI)、机器学习(ML)和自适应神经模糊推理系统(ANFIS)结合起来,创造出一种更具吸引力和个性化的学习体验。通过跟踪学生的互动和表现,系统可以根据他们的进步分配奖励,这有助于提高他们的积极性和参与度。通过这项技术,教育工作者可以收集和分析与学生参与模式、测验分数、学习活动花费的时间、参与讨论区等相关的数据。通过数据分析,教育工作者可以发现学习有困难的学生和成绩优秀的学生,从而为他们提供有针对性的支持和指导,最大限度地提高学生的学习成绩。有 200 名计算机科学专业学生参与的这一系统的试点实施成功证明了这一技术的有效性。这项研究通过将定量数据与定性见解相结合,全面了解了游戏化的影响。
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