2021
DOI: 10.1155/2021/9922775
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Gamification and Machine Learning Inspired Approach for Classroom Engagement and Learning

Abstract: Technology has enhanced the scope and span of the teaching and learning process but somehow it could not enhance the self-motivation and engagement among the students to the same scale. The lack of self-motivation and intermittent engagement is one of the prime challenges faced by educators today. Perplexing tasks for the faculty are to embroil students during the lecture. This work paves new ways to scale up the enticement using artificial intelligence and machine learning. The intelligent framework proposed … Show more

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Cited by 36 publications
(23 citation statements)
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“…The goal of introducing a gamified structure of higher education is to increase student engagement and expand the diversity of teaching methods. This provides students with the opportunity to develop professional competencies through a variety of activities (challenges, competition, rewards, progress, performance and day-to-day analysis play an important role in achieving significant learning outcomes) (Duggal et al, 2021). Modern research confirms that gamification contributes to the development of skills sought-after in the labor market and is an educational tool that can satisfy the interests of the digital society.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…The goal of introducing a gamified structure of higher education is to increase student engagement and expand the diversity of teaching methods. This provides students with the opportunity to develop professional competencies through a variety of activities (challenges, competition, rewards, progress, performance and day-to-day analysis play an important role in achieving significant learning outcomes) (Duggal et al, 2021). Modern research confirms that gamification contributes to the development of skills sought-after in the labor market and is an educational tool that can satisfy the interests of the digital society.…”
Section: Resultsmentioning
confidence: 99%
“…Gamification is a broad concept including game design, mechanics, and dynamics. Along with this, it can be defined as a combination of the interaction and the cycle of the development of professional competencies through participation in educational games (Duggal et al, 2021). Gamification is a multifaceted disciplinary tool with different fields, theories, methodologies, and reasons for implementation.…”
Section: Introductionmentioning
confidence: 99%
“…Authors and publication years Game-related pedagogical models Game-related pedagogies Research domains [27] Leverage learning with gamification Gamification Learning achievement [48] Machine learning inspired approach Gamification Learning achievement [49] Integration of board games and augmented reality (AR) Gamification Intrinsic motivation Extrinsic motivation [13] Serious educational games (SEG) Gamification Learning achievement [30] Virtual reality (VR): a virtual ecological environment Game-based learning Learning achievement [32] Open and flexible blended learning environments Game-based learning Learning achievement [28] Multigenre digital game-based instruction (MGI) Game-based learning Learning achievement [29] Physical games stimulating acquisition Game-based learning Learning achievement [50] Multiteam After raising the research hypotheses, we searched the research materials compatible with the meta-analytic techniques.…”
Section: Nomentioning
confidence: 99%
“…The limitations of this research are the absence of features that facilitate schools to update the content in the application if there is a curriculum change, the ability of the application to be able to monitor and provide intelligent direction to students and teachers, and the data storage mechanism is still simple. Therefore, the development of this research in the future will be involving elements such as artificial intelligence [54] [55] to improve students' predictive abilities, in addition to applying augmented reality technology for application interaction [56] as well as having the ability to store and track data and student progress securely using blockchain technology [57] [58].…”
Section: H Application Testingmentioning
confidence: 99%