Towards an adaptive gamification Model Based on Ontologies
Towards an adaptive gamification Model Based on Ontologies
By Souha Bennani, Ahmed Maalel and Henda Ben Ghezala
Abstract
“Gamification used in e-learning platforms is considered as a very valuable process forasmuch as it helps students to focus on their study manner, improve their educational experiences, boost their motivation and engagement and facilitate the learning mechanism. However, the one-size-fits-all approach could be inadequate for all learners. Whereas learners are educated regardless of their concerns, cognitive capacities, learning styles, attitudes, and personalities, which are all unique to them. Adaptive gamification has emerged, focusing on adaptive learning and cognitive science research and is providing personalized learning according to what the learner has for skills and interests. In this article, we present a personalized gamification model based on ontologies. The potential of our model is that it combines, at the same time, adaptive learning and adaptive gamification. Also, it considers both player context and learner context to adapt learning scenarios. The first implementation steps of our proposed approach will be presented in this article.”
Reference
Bennani, S., Maalel, A., & Ben Ghezala, H. (2021). Towards an adaptive gamification model based on Ontologies. Retrieved April 12, 2022, from https://ieeexplore.ieee.org/abstract/document/9686937
Keyword
E-learning, gamification, adaptive gamification, ontologies, research