A Khaldi, R Bouzidi, F Nader - Smart Learning Environments, 2023 - Springer
In recent years, university teaching methods have evolved and almost all higher education institutions use e-learning platforms to deliver courses and learning activities. However …
Gamification is increasingly becoming a pertinent aspect of any UI and UX design. However, a canonical dearth in research and application of gamification has been related to the role of …
W Oliveira, J Hamari, S Joaquim, AM Toda… - Smart Learning …, 2022 - Springer
Gamification refers to the attempt to transform different kinds of systems to be able to better invoke positive experiences such as the flow state. However, the ability of such intervention …
The use of games regarding education is not something new. Their use, especially in the early stages of the education system, is notably widespread in helping students learn and …
Flipped learning environments have found their way into business and entrepreneurship education. While most studies have found that flipped classrooms can enhance learning …
Context: While most research shows positive effects of gamification, the focus on its adverse effects is considerably smaller and further understanding of these effects is needed …
Gamification has been discussed as a standout approach to improve user experience, with different studies showing that users can have different preferences over game elements …
Using gamification to support learning in K‐12 education has received much attention from scholars in recent years. However, there is still a lack of comprehensive understanding of …
JJ Vie, H Kashima - Proceedings of the AAAI conference on artificial …, 2019 - ojs.aaai.org
Abstract Knowledge tracing is a sequence prediction problem where the goal is to predict the outcomes of students over questions as they are interacting with a learning platform. By …