Related papers: Development of a Gamification Model for Personaliz…
Background: Studies have shown the potential adverse health effects, ranging from headaches to cardiovascular disease, associated with long-term negative emotions and chronic stress. Since many indicators of stress are imperceptible to…
Context: While most research shows positive effects of gamification, the focus on its adverse effects is considerably smaller and further understanding is needed. Objective: To provide a comprehensive overview on research reporting negative…
With the surge in mobile gaming, accurately predicting user spending on newly downloaded games has become paramount for maximizing revenue. However, the inherently unpredictable nature of user behavior poses significant challenges in this…
The aim of the current work is to assess the challenges that gamification in education are facing nowadays. Benefits and disadvantages of using gamification in classroom are both discussed to offer a clearer view on the impact of using…
In human-in-the-loop machine learning, the user provides information beyond that in the training data. Many algorithms and user interfaces have been designed to optimize and facilitate this human--machine interaction; however, fewer studies…
Under the assumptions that (i) gamification consists of various types of users that experience game design elements differently; and (ii) gamification is deployed in order to achieve some goal in the broadest sense, we pose the gamification…
As trends in education evolve, personalized learning has transformed individuals' engagement with knowledge and skill development. In the digital age, state-of-the-art technologies have been increasingly integrated into classrooms to…
This study examines the acceptance of technology and behavioral intention to use learning management systems (LMS). In specific, the aim of this research is to examine whether students ultimately accept and use educational learning systems…
The advancement of e-learning technologies has made it viable for developments in education and technology to be combined in order to fulfil educational needs worldwide. E-learning consists of informal learning approaches and emerging…
The objective of personalized learning is to design an effective knowledge acquisition track that matches the learner's strengths and bypasses her weaknesses to ultimately meet her desired goal. This concept emerged several years ago and is…
Educational games are being increasingly used to support self-paced learning. However, educators and system designers often face challenges in monitoring student affect and cognitive load. Existing assessments in game-based learning…
Software testing is an essential knowledge area required by industry for software engineers. However, software engineering students often consider testing less appealing than designing or coding. Consequently, it is difficult to engage…
More and more learning apps like Duolingo are using some form of gamification (e.g., badges, points, and leaderboards) to enhance user learning. However, they are not always successful. Gamification misuse is a phenomenon that occurs when…
In most E learning systems educational activities are presented in a static way without bearing in mind the particulars or student levels and skills. Personalization and adaptation of an E learning management system are dependent on the…
This paper describes the development needed to support the functional and teaching requirements of iRead, a 4-year EU-funded project which produced an award-winning serious game utilising lexical and syntactical game content. The main…
We developed GPTutor, a pioneering web application designed to revolutionize personalized learning by leveraging the capabilities of Generative AI at scale. GPTutor adapts educational content and practice exercises to align with individual…
E-learning is a widely used learning method, but with the development of society, traditional E-learning method has exposed some shortcomings, such as the boring way of teaching, so that it is difficult to increase the enthusiasm of…
In an era of countless content offerings, recommender systems alleviate information overload by providing users with personalized content suggestions. Due to the scarcity of explicit user feedback, modern recommender systems typically…
Educational Personalized Learning Path Planning (PLPP) aims to tailor learning experiences to individual learners' needs, enhancing learning efficiency and engagement. Despite its potential, traditional PLPP systems often lack adaptability,…
This paper aims to determine how the LMS Web portal application reshapes the learner experience through the developed E-Learning Management System using Data Mining Algorithm. The methodology that the researchers used is descriptive…