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作 者:Nymfodora-Maria Raftopoulou Petros L.Pallis
机构地区:[1]EDISINET S.A.,Thessaloniki,Athens University of Economics and Business,Athens,Greece [2]EDISINET S.A.,Thessaloniki,University of Piraeus,Piraeus,Greece
出 处:《Sociology Study》2023年第3期161-173,共13页
摘 要:Gamification in education enables for the holistic optimization of the learning process,empowering learners to ameliorate their digital,cognitive,emotional and social skills,via their active experimentation with game design elements,accompanying pertinent pedagogical objectives of interest.This paper focuses on a cross-platform,innovative,gamified,educational learning system product,funded by the Hellenic Republic Ministry of Development and Investments:howlearn.By applying gamification techniques,in 3D virtual environments,within which,learners fulfil STEAM(Science,Technology,Engineering,Arts and Mathematics)-related Experiments(Simulations,Virtual Labs,Interactive Storytelling Scenarios,Decision Making Case Studies),howlearn covers learners’subject material,while,simultaneously,functioning,as an Authoring Gamification Tool and as a Game Metrics Repository;users’metrics are being,dynamically,analyzed,through Machine Learning Algorithms.Consequently,the System learns from the data and learners receive Personalized Feedback Report Dashboards of their overall performance,weaknesses,interests and general class competency.A Custom Recommendation System(Collaborative Filtering,Content-Based Filtering)then supplies suggestions,representing the best matches between Experiments and learners,while also focusing on the reinforcement of the learning weaknesses of the latter.Ultimately,by optimizing the Accuracy,Performance and Predictive capability of the Personalized Feedback Report,we provide learners with scientifically valid performance assessments and educational recommendations,thence intensifying sustainable,learner-centered education.
关 键 词:gamified education in-game data analytics personalized feedback report dashboard recommendation systems STATISTICS
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