Gamification is often proposed as a promising solution to traditional e-learning systems by the incorporation of game elements and mechanisms to enhance the motivation, engagement and students’ learning. However, most current studies lack careful and thorough experimental evaluation on the effect of gamification and are normally applied to science learning for adults which makes it difficult to generalize the findings to other learning domains. This paper addresses this issue by offering a controlled experiment with 58 elementary school students studying a course on Arabic language to investigate the learning effect of gamification. The results indicate that gamification positively enhances the learning outcome and students’ learning motivation.
Perovskite solar cells (PSCs) have drawn significant consideration as a competing solar cell technology because of the drastic advance in their power conversion efficiency (PCE) over the last two decades. The interfaces between the electron transport layer (ETL) and the absorber layer and between the absorber layer and the hole transport layer (HTL) have a major impact on the performance of the PSCs. In this paper, we have investigated the defect interfaces between ETL/absorber layer and absorber layer/HTL of calibrated experimental lead-based and lead-free PSCs. The influence of the defect interfaces is studied in order to find the optimum value for the maximum possible PCE. While the PCE has not been enhanced considerably for the lead-based, it is boosted from 1.76% to 5.35% for lead-free PSCs. Also, bulk traps were found to have minor role in comparison with interface traps for the lead-free cell while they have a significant impact for the lead-based cell. The results presented in this work would shed some light on designing interface defects of various types of practical PSC structures and demonstrates the crucial impact of the interface defects on lead-free vs lead-based PSCs. All simulation studies are performed by using SCAPS-1D simulator.
Abstract. Designing effective adap tive e-learning systems, from a usability perspective, represents a challenge because of the complexity of adaptivity in order to meet the diverse requirements of learners. Furthermore, there is a lack of well-designed experimental evaluation of adaptive e-learning systems in general, and of their usability in particular. The aim of this paper is the presentation of an adaptive e-learning system based on learner knowledge and learning style, and of the results of an initial experimental evaluation of the usability of its two modes of operation. This involves comparing the usability of an adaptive version of the system with the usability of a non-adaptive version, in a learning environment with 75 participants. The experiment produced significant results; they indicate that an adaptive e-learning system based on learner knowledge and learning style has a higher level of perceived usability than a non-adaptive e-learning system. This may also increase the level of satisfaction, engagement and motivation of learners and therefore enhance their learning.
Abstract-Traditional e-learning systems have been, typically, designed for a generic learner, irrespective of individual knowledge, skills and learning styles. In contrast, adaptive elearning systems can enhance learning by taking into account different learner characteristics and by personalising learning material. Although a large number of systems incorporating learning style have been deployed, there is a lack of comprehensive, comparative evaluations. This paper attempts to bridge this gap by comparing a number of adaptive elearning systems. It considers three main perspectives: the learner model, the domain model and the adaptation model. A set of criteria is generated for each perspective, and applied to a representative sample of adaptive e-learning systems.
This paper proposes a gamification design model that can be used to design and develop gamified e-learning systems. Furthermore, a controlled and carefully designed experimental evaluation in terms of learning effectiveness of gamification is offered. The experiment was conducted with 44 participants randomly assigned to an experimental 'gamified' condition and a controlled 'non-gamified' condition. In both conditions the same learning material, to teach computer security, were used. The main difference between the two conditions was the integration of gamification in an e-learning system designed based on the proposed model. The results indicate that learning using the gamified version of the e-learning system produces better short-term and medium-term learning gain than learning using the non-gamified e-learning version. Future avenues of research are also provided.
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