2020
DOI: 10.1007/978-3-030-52240-7_68
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A Gamified Solution to the Cold-Start Problem of Intelligent Tutoring System

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Cited by 3 publications
(2 citation statements)
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“…Besides the mixed group, the self-group also significantly outperformed the control group in choosing and rating restaurants. While gamification has been proposed to motivate users to make more contributions to recommender systems ( Herpich et al., 2017 ; Pian et al., 2020 ), the self-gaming design has been proven that it is better for motivating participants than the social design in this study's context. In addition, the mixed design is effective since it combines the effects of the self and social elements.…”
Section: Analysis and Resultsmentioning
confidence: 89%
See 1 more Smart Citation
“…Besides the mixed group, the self-group also significantly outperformed the control group in choosing and rating restaurants. While gamification has been proposed to motivate users to make more contributions to recommender systems ( Herpich et al., 2017 ; Pian et al., 2020 ), the self-gaming design has been proven that it is better for motivating participants than the social design in this study's context. In addition, the mixed design is effective since it combines the effects of the self and social elements.…”
Section: Analysis and Resultsmentioning
confidence: 89%
“…In this context, the self-competitive design outperformed the social-competitive design, where significant effects were found only for the self-competitive design. Although several studies apply gamification elements in recommender systems ( Neeraj et al., 2017 ; Pian et al., 2020 ) and gamification has been shown to increase participation in recommender systems ( Jugovac and Jannach, 2017 ), they do not compare the effects of different gamification approaches. In our context, the impact of self-competitive is better than that of social-competitive in terms of supporting recommender systems.…”
Section: Discussionmentioning
confidence: 99%