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Adaptive and Gamified Learning Environment (AGLE)

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dc.contributor.author Naik, V.
dc.contributor.author Kamat, V.V.
dc.date.accessioned 2016-07-01T07:24:09Z
dc.date.available 2016-07-01T07:24:09Z
dc.date.issued 2015
dc.identifier.citation 7. Int. Conf. Technology for Education (T4E), Warangal, IEEE. 2015; 7-14. en_US
dc.identifier.uri http://dx.doi.org/10.1109/T4E.2015.23
dc.identifier.uri http://irgu.unigoa.ac.in/drs/handle/unigoa/4403
dc.description.abstract The problems associated with teaching in a class of technical education are too many. The huge strength resulted from a large number of students being attracted to technical education field, a smaller teacher to student ratio due to unavailability of skilled instructors, requirement of completion of syllabi within stipulated time, gaps between industry demands and the proficiency of the graduates passing, are some among the most important ones. A lot of research has been dedicated towards finding the needs of the industry that absorb these graduates and it has been proved time and again that these students are not industry ready when they pass out. A major reason could be the inability of the faculty to cater to each student characteristics. Also there has been enough empirical evidence that it is difficult to maintain the interest and engagement of the students. This study is being taken up with the intention to devise a solution that can address both these problems i.e. meeting individual needs of the student as well as keeping away the disengagement and disinterest of the students. The system proposed here combines the advantages of Adaptive Learning Environment(ALE) and that of Gamification. Adaptive element is expected to help to match contents to the individual characteristics using User Modeling while Gamified aspect is perceived as a means to increase the involvement of the students. This study aims at measuring performance and finding the effect of adaptation and gamification on these two characteristics. Through our experimentation we intend to establish the fact that a setting that involves adaptation and gamification can surely have an impact in improving the performance as well as thecommitment of the learners. en_US
dc.publisher IEEE en_US
dc.subject Computer Science and Technology en_US
dc.title Adaptive and Gamified Learning Environment (AGLE) en_US
dc.type Conference article en_US


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