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Development of learning content selection agent based on the progress of the participant for training courses with gamification

НазваDevelopment of learning content selection agent based on the progress of the participant for training courses with gamification
Назва англійськоюDevelopment of learning content selection agent based on the progress of the participant for training courses with gamification
АвториIhor Kholod, Nataliia Melnykova
ПринадлежністьLviv Polytechnic National University, Lviv, Ukraine
Бібліографічний описDevelopment of learning content selection agent based on the progress of the participant for training courses with gamification / Ihor Kholod, Nataliia Melnykova // Scientific Journal of TNTU. — Tern.: TNTU, 2024. — Vol 113. — No 1. — P. 36–45.
Bibliographic description:Kholod I., Melnykova N. (2024) Development of learning content selection agent based on the progress of the participant for training courses with gamification. Scientific Journal of TNTU (Tern.), vol 113, no 1, pp. 36–45.
УДК

539.3

Ключові слова

training courses, recommendation, gamification, recruitment agent.

The work involved research, development and implementation of an educational content selection agent with gamification elements. Achieving the goal is due to the study of methods of selecting educational content based on the progress of the participant, as well as various approaches to the gamification of the process. According to the results of the study, the agent for selecting educational content is implemented. Approbation of the agent's work was carried out by introducing it into the developed learning environment.

ISSN:2522-4433
Перелік літератури
1. Tobarra L., Utrilla A., Robles-Gómez A., Pastor-Vargas R., Hernández R. A cloud game-based educative platform architecture: The cyberscratch project. Appl. Sci. 11 (2). 2021. P. 1–22.
2. Bennacer I., Venant R., Iksal S. A Self-assessment Tool for Teachers to Improve Their LMS Skills based on Teaching Analytics. In International Conference on Computer Supported Education, CSEDU – Proceedings. Vol. 1. 2022. P. 575–586.
3. Dincelli E., Chengalur-Smith I. Choose your own training adventure: designing a gamified SETA artefact for improving information security and privacy through interactive storytelling. Eur. J. Inf. Syst. 29 (6). 2020. P. 669–687.
4. Kamalodeen V. J., Ramsawak-Jodha N., Figaro-Henry S., Jaggernauth S. J., Dedovets Z. Designing gamification for geometry in elementary schools: insights from the designers. Smart Learn. Environ. 8 (1) 2021.
5. Roy D., Dutta M. A systematic review and research perspective on recommender systems. J Big Data. 9 (1). 2022. P. 1–36.
6. Wirani Y., Nabarian T., Romadhon M. S. Evaluation of continued use on Kahoot! As a gamification-based learning platform from the perspective of Indonesia students. In Procedia Comput. Sci. Vol. 197. 2021. P. 545–556.
7. R. Roslan, A. F. M. Ayub, N. Ghazali, N. N. Zulkifli, S. N. H. M. Latip, і S. S. A. Hanifah Investigating factors that affect the continuance use intention among the higher education institutions’ learners towards a gamified M-learning Application. J. Inf. Technol. Educ. Res. Vol. 22. 2023. P. 97–128.
References:
1. Tobarra L., Utrilla A., Robles-Gómez A., Pastor-Vargas R., Hernández R. A cloud game-based educative platform architecture: The cyberscratch project. Appl. Sci. 11 (2). 2021. P. 1–22.
2. Bennacer I., Venant R., Iksal S. A Self-assessment Tool for Teachers to Improve Their LMS Skills based on Teaching Analytics. In International Conference on Computer Supported Education, CSEDU – Proceedings. Vol. 1. 2022. P. 575–586.
3. Dincelli E., Chengalur-Smith I. Choose your own training adventure: designing a gamified SETA artefact for improving information security and privacy through interactive storytelling. Eur. J. Inf. Syst. 29 (6). 2020. P. 669–687.
4. Kamalodeen V. J., Ramsawak-Jodha N., Figaro-Henry S., Jaggernauth S. J., Dedovets Z. Designing gamification for geometry in elementary schools: insights from the designers. Smart Learn. Environ. 8 (1) 2021.
5. Roy D., Dutta M. A systematic review and research perspective on recommender systems. J Big Data. 9 (1). 2022. P. 1–36.
6. Wirani Y., Nabarian T., Romadhon M. S. Evaluation of continued use on Kahoot! As a gamification-based learning platform from the perspective of Indonesia students. In Procedia Comput. Sci. Vol. 197. 2021. P. 545–556.
7. R. Roslan, A. F. M. Ayub, N. Ghazali, N. N. Zulkifli, S. N. H. M. Latip, і S. S. A. Hanifah Investigating factors that affect the continuance use intention among the higher education institutions’ learners towards a gamified M-learning Application. J. Inf. Technol. Educ. Res. Vol. 22. 2023. P. 97–128.
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