Objective: This research is being conducted to develop a technological solution for mentally distorted students. Though the mental health of university students is known globally as a momentous public health matter. Academicals and social stresses are playing quite a negative role in university student's life, especially in forms of mental illness like stress, depression, and anxiety. These mental health issues are becoming a major constraint towards their studies and career. Method: Psychologist used different scales to measure a level of mental disorder. However, to measure such a disease level, we are working on a knowledge-based expert system that will be used to compute its level among the students who are affiliated with technological studies. Mostly psychologist does psychotherapy and use other instruments to cure such a patient for which they must have to visit the psychologist. However, if the psychologist is not available especially in remote areas then the expert system can be used as reciprocal. In order to make our expert system more validate and authentic the knowledge of psychological expert will be used under the process of development. Results: Data from 500 technological University Students are collected from one of the universities in Sialkot, Pakistan. Almost more than 200 students remained clear minded and fall under the normal state of depression and 122 students in case of Anxiety remained normal. 206 students out of 500 were responders to the abnormal stage of anxiety on a 5-point scale from an average of 4.5 points. On the basis of this, an expert system is being designed to facilitate the students. Conclusion: As per results, 30%-35% students were in the range of abnormality. Therefore, we are further going to develop an evaluation mechanism by using technological ways so that an expert system can replace a psychologist.
The practice of adding game elements to non-gaming educational environments has gained much popularity. Gamification has been shown in some studies to enhance engagement, motivation and learning outcomes in technology-supported learning environments. Although gamification research has matured, there are some shortcomings such as inconsistency in applying gamification theories and frameworks and evaluating multiple game mechanics simultaneously. Moreover, there is little research on applying gamification to Intelligent Tutoring Systems (ITS). This paper investigates the causal effects of gamification on learning in SQL-Tutor, a mature ITS teaching students how to phrase queries in SQL. Having conducted a study under realistic conditions, we present a quantitative analysis of the performance of 77 undergraduate students enrolled in a database course. There are three main findings of our study: (1) gamification affects student learning by mediating the time-on-task; (2) students’ background knowledge does not influence time-on-task unless students achieve badges; and (3) students’ interest in topic (motivational construct) moderates the relationship between badges and time-on-task, but does not improve learning outcomes directly.
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