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Formulating Innovative Societal Educational Learning Systems Using Gamification Techniques in 3D Environments
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作者 Nymfodora-Maria Raftopoulou Petros L.Pallis 《Sociology Study》 2023年第1期25-37,共13页
Gamified education has set the ground for the delineation of state-of-the-art literacy skills,enabling learners to develop their digital,cognitive,emotional and social competencies,through active experimentation,motiv... Gamified education has set the ground for the delineation of state-of-the-art literacy skills,enabling learners to develop their digital,cognitive,emotional and social competencies,through active experimentation,motivation and engagement,all while ensuring that pedagogical objectives are being effectuated,therefore capacitating the optimization of the learning process,as a whole.In this paper,we commence by assessing some of the most fundamental frameworks,models and theories evolved around the concept of gamification.We,additionally,showcase schemes through which it stimulates the actualization of active,multidimensional learning,by promoting the application of technological advancements,for the enhancement of learners’hard and soft skills,within time and cost effective frameworks.Ultimately,we,thoroughly,present a newly introduced,cross-platform,innovative educational learning system product,funded by the Hellenic Republic Ministry of Development and Investments,howlearn.Using gamification techniques,in 3D virtual environments,for the realization of STEAM related experiments which cover the vast majority of learners’subject material,while,simultaneously functioning as an authoring tool,whilst essentially accounting for accessibility,geographical and other socio-economic considerations,howlearn advocates youth-centered learning,providing the foundations towards the establishment of gamified,socially sustainable,multifaceted,inclusive educational learning systems. 展开更多
关键词 gamified education LEARNER-CENTERED INCLUSION social sustainability INNOVATION
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Gamified Learning Systems’Personalized Feedback Report Dashboards via Custom Machine Learning Algorithms and Recommendation Systems
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作者 Nymfodora-Maria Raftopoulou Petros L.Pallis 《Sociology Study》 2023年第3期161-173,共13页
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 ... 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. 展开更多
关键词 gamified education in-game data analytics personalized feedback report dashboard recommendation systems STATISTICS
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