2013
DOI: 10.1007/978-3-642-39112-5_94
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Social Personalized Adaptive E-Learning Environment: Topolor - Implementation and Evaluation

Abstract: Abstract. This paper presents a quantitative study on the use of Topolor -a prototype that introduces Web 2.0 tools and Facebook-like appearance into an adaptive educational hypermedia system. We present the system design and its evaluation using system usability scale questionnaire and learning behavior data analysis. The results indicate high level of student satisfaction with the learning experience and the diversity of learning activities.

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Cited by 20 publications
(23 citation statements)
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“…The proposed motivational gamification strategies were applied to implement Topolor 2 [11], a social adaptive e-learning system, which overhauls the previous version [9] with new motivational gamification features. This section maps each motivational gamification strategy onto concrete motivational gamification features, as described below (more details on Topolor 2 and its other features can be found in [11]).…”
Section: Self-determination Theory (Sdt)mentioning
confidence: 99%
“…The proposed motivational gamification strategies were applied to implement Topolor 2 [11], a social adaptive e-learning system, which overhauls the previous version [9] with new motivational gamification features. This section maps each motivational gamification strategy onto concrete motivational gamification features, as described below (more details on Topolor 2 and its other features can be found in [11]).…”
Section: Self-determination Theory (Sdt)mentioning
confidence: 99%
“…It has been evaluated from different perspectives [3]. This paper focuses on the evaluation of social interaction features with the help of 21 MSc students.…”
Section: Discussionmentioning
confidence: 99%
“…This section presents the new gamification features introduced into the second version of Topolor [16], a social e-learning environment, guided by the proposed strategies. Structured and Chunked Goals with Increasing Challenges.…”
Section: Applying the Contextual Gamification Strategiesmentioning
confidence: 99%