Adaptive gamification in e-learning based on students’ learning styles

IF 5.3 3区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Interactive Learning Environments Pub Date : 2019-03-17 DOI:10.1080/10494820.2019.1588745
M. Hassan, U. Habiba, F. Majeed, M. Shoaib
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引用次数: 125

Abstract

ABSTRACT With the removal of the barriers of time and distance, E-learning platforms have attracted millions of learners, but these platforms are experiencing a significant drop-out ratio. One of the primary reasons for this problem is the lack of motivation among the learners because of the similar learning experience provided to them despite their varying learning styles. Different researchers have introduced gamification as a solution for students’ engagement. The technique has improved engagement levels a bit, but it is not as useful as it was expected to be. One of the primary problems with gamification elements is their inability to induce intrinsic motivation among learners. To target this issue, we have proposed a framework that identifies the learning style of students based on their interactions with the system and provides an adaptive gamification experience according to their identified learning dimensions. The results of the experiments show that the motivation of learners increases by 25%, and the drop-out ratio is reduced by 26%.
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基于学生学习风格的电子学习中的自适应游戏化
摘要随着时间和距离障碍的消除,电子学习平台吸引了数百万学习者,但这些平台的退出率却很高。造成这个问题的主要原因之一是学习者缺乏动力,因为尽管他们的学习风格不同,但他们的学习经验相似。不同的研究人员引入了游戏化作为学生参与的解决方案。这项技术提高了参与度,但并没有预期的那么有用。游戏化元素的主要问题之一是无法在学习者中诱导内在动机。为了解决这个问题,我们提出了一个框架,根据学生与系统的互动来确定他们的学习风格,并根据他们确定的学习维度提供自适应的游戏化体验。实验结果表明,学习者的学习动机提高了25%,辍学率降低了26%。
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来源期刊
Interactive Learning Environments
Interactive Learning Environments EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
12.10
自引率
11.10%
发文量
249
期刊介绍: Founded in 1990, Interactive Learning Environments publishes peer-reviewed articles on all aspects of the design and use of interactive learning environments in the broadest sense, encompassing environments that support individual learners through to environments that support collaboration amongst groups of learners or co-workers. Relevant domains of application include education and training at all levels, life-long learning and knowledge sharing. Relevant topics for articles include: adaptive systems, learning theory, pedagogy and learning design, the electronically-enhanced classroom, computer mediated communications of all kinds, computer aided assessment, the design and use of virtual learning environments and learning management systems.
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