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Gamification and Machine Learning Inspired Approach for Classroom Engagement and Learning
Mathematical Problems in Engineering Pub Date : 2021-05-08 , DOI: 10.1155/2021/9922775
Kavisha Duggal 1 , Lovi Raj Gupta 1 , Parminder Singh 1
Affiliation  

Technology has enhanced the scope and span of the teaching and learning process but somehow it could not enhance the self-motivation and engagement among the students to the same scale. The lack of self-motivation and intermittent engagement is one of the prime challenges faced by educators today. Perplexing tasks for the faculty are to embroil students during the lecture. This work paves new ways to scale up the enticement using artificial intelligence and machine learning. The intelligent framework proposed here is built on yet another novel methodology used globally for user engagement and is termed gamification. The primary objective of the present research work is to negate the issue of disengagement by designing and implementing a gamified framework on 120 students from higher education that will include student engagement, enticement, and motivation. Generally, mechanisms are designed for specific courses, whereas the gamified system proposed is an open-ended method irrespective of course and the program being studied, and this framework has endeavored on multiple courses. To enhance the utility of the gamified framework, ANFIS model is utilized for smart decision-making concerning rewards distribution that is directly proportional to the number of coins gained by the students. As an outcome, better participation of a group of students under the proposed intelligent gamified system is reported as compared to the control group thus endorsing the success of the model.

中文翻译:

游戏化和机器学习启发式的课堂参与和学习方法

技术已经扩大了教学过程的范围和跨度,但在某种程度上却无法将学生的自我激励和参与程度提高到相同的程度。缺乏自我激励和间歇性参与是当今教育工作者面临的主要挑战之一。教师的繁琐任务是在授课期间让学生陷入困境。这项工作为利用人工智能和机器学习扩大吸引力的新方法铺平了道路。这里提出的智能框架是建立在全球用于用户参与的另一种新颖方法之上的,被称为游戏化。本研究工作的主要目的是通过设计和实施针对120名来自高等教育的学生的游戏化框架来消除脱离接触的问题,其中包括学生的参与度,诱惑力,和动机。通常,机制是针对特定课程设计的,而建议的游戏化系统是一种开放式方法,而与课程和所研究的程序无关,并且该框架已尝试了多门课程。为了增强游戏化框架的实用性,ANFIS模型用于与奖励分配成正比的,与学生获得的硬币数量成正比的智能决策。结果,与对照组相比,据报告一组学生在拟议的智能游戏化系统下有更好的参与,从而认可了该模型的成功。并且该框架已尝试了多门课程。为了增强游戏化框架的实用性,ANFIS模型用于与奖励分配成正比的,与学生获得的硬币数量成正比的智能决策。结果,与对照组相比,据报告一组学生在拟议的智能游戏化系统下有更好的参与,从而认可了该模型的成功。并且该框架已尝试了多门课程。为了增强游戏化框架的实用性,ANFIS模型用于与奖励分配成正比的,与学生获得的硬币数量成正比的智能决策。结果,与对照组相比,据报告一组学生在拟议的智能游戏化系统下有更好的参与,从而认可了该模型的成功。
更新日期:2021-05-08
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