Related papers: Development of a Gamification Model for Personaliz…
In personalized machine learning, the aim of personalization is to train a model that caters to a specific individual or group of individuals by optimizing one or more performance metrics and adhering to specific constraints. In this paper,…
Gamification is a technological, economic, cultural, and societal development toward promoting a more game-like reality. As this emergent phenomenon has been gradually consolidated into our daily lives, especially in educational settings,…
Effective personalized feedback is critical to students' literacy development. Though LLM-powered tools now promise to automate such feedback at scale, LLMs are not language-neutral: they privilege standard academic English and reproduce…
Standardized, one-size-fits-all educational content often fails to connect with students' individual backgrounds and interests, leading to disengagement and a perceived lack of relevance. To address this challenge, we introduce PAGE, a…
Personalization is crucial for effective learning, yet online learning, designed for widespread availability and open access, lacks personalized guidance. Recent advancements in large language models (LLMs) offer opportunities to bridge…
Context: Large Language Models (LLMs) are increasingly influencing software engineering practice and education. While prior studies examine their technical performance and classroom use, limited research provides cost-aware and empirically…
Gamification is the use of game elements such as points, leaderboards, and badges in a non-game context to encourage a desired behavior from individuals interacting with an environment. Recently, gamification has found its way into software…
This study introduces a novel method that employs tag annotation coupled with the ChatGPT language model to analyze student learning behaviors and generate personalized feedback. Central to this approach is the conversion of complex student…
Computer animation in the past decade has become one of the most noticeable features of technology-based learning environments. With today's high educational demands as well as the lack of time provided for certain courses, classical…
This paper presents the Personalized Thinking Model (PTM), a hierarchical and interpretable learner representation designed for AI supported education. PTM organizes evidence from learner journals into a five-layer structure covering…
Independent learners often struggle with sustaining focus and emotional regulation in unstructured or distracting settings. Although some rely on ambient aids such as music, ASMR, or visual backgrounds to support concentration, these tools…
We present \textbf{EGPF} (Equilibrium-Guided Personalization Framework), a mathematically rigorous architecture unifying Bayesian game theory, category theory, information theory, and generative AI for hyper-personalized physician…
The Personality and emotions are effective parameters in learning process. Thus, virtual learning environments should pay attention to these parameters. In this paper, a new e-learning model is designed and implemented according to these…
The need for data preservation and reproducible research is widely recognized in the scientific community. Yet, researchers often struggle to find the motivation to contribute to data repositories and to use tools that foster…
A distinguishing characteristic of federated learning is that the (local) client data could have statistical heterogeneity. This heterogeneity has motivated the design of personalized learning, where individual (personalized) models are…
The development and popularization of large language models (LLMs) have raised concerns that they will be used to create tailor-made, convincing arguments to push false or misleading narratives online. Early work has found that language…
Engagement in educational games, a recently popular academic topic, has been shown to increase learning performance, as well as a number of attitudinal factors, such as intrinsic interest and motivation. However, there is a lack of research…
Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design and analysis of…
Training AI models is challenging, particularly when crafting behavior instructions. Traditional methods rely on machines (supervised learning) or manual pattern discovery, which results in not interpretable models or time sink. While Large…
A personalized LLM should remember user facts, apply them correctly, and adapt over time to provide responses that the user prefers. Existing LLM personalization benchmarks are largely centered on two axes: accurately recalling user…