In recent years, learner models have emerged from the research laboratory and research classrooms into the wider world. Learner models are now embedded in real world applications which can claim to have thousands, or even hundreds of thousands, of users. Probabilistic models for skill assessment are playing a key role in these advanced learning environments. In this paper, we review the learner models that have played the largest roles in the success of these learning environments, and also the latest advances in the modeling and assessment of learner skills. We conclude by discussing related advancements in modeling other key constructs such as learner motivation, emotional and attentional state, meta-cognition and self-regulated learning, group learning, and the recent movement towards open and shared learner models.
In spite of their effectiveness, learning environments often fail to engage users and end up under-used. Many studies show that gamification of learning environments can enhance learners' motivation to use learning environments. However, learners react differently to specific game mechanics and little is known about how to adapt gaming features to learners' profiles. In this paper, we propose a process for adapting gaming features based on a player model. This model is inspired from existing player typologies and types of gamification elements. Our approach is implemented in a learning environment with five different gaming features, and evaluated with 266 participants. The main results of this study show that, amongst the most engaged learners (i.e. learners who use the environment the longest), those with adapted gaming features spend significantly more time in the learning environment. Furthermore, learners with features that are not adapted have a higher level of amotivation. These results support the relevance of adapting gaming features to enhance learners' engagement, and provide cues on means to implement adaptation mechanisms.
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