In the education industry, lecturers are finding ways to improve students' concentrations and grades by using smart devices to track students' assignment or tutorial progress. One of the few possible and attractive solution is by using the gamification technique. This paper proposes an educational application called Questionify that implements the gamification elements and allow users to collect points, gain achievements, increase motivation and engagement towards students' coursework in Software Engineering subject. Questionify is developed using C# and Java language has been evaluated using questionnaire among 24 respondents. The findings showed that the respondents believe that gamification can do better in education as compare to the traditional method of teaching the students. In the future, this gamification approach will be tested on more technical subjects such as programming and networking subjects to help students engage in a different learning approach.
Chatterbots have been widely used as a tool for conversational booking assistance mainly for hotels such as the Expedia. This paper extends the use of chatterbot beyond booking by presenting the proof of concept of a chatterbot expert system called the VIZARD. The proposed VIZARD is developed using an expert system shell called verbot. The core of Vertbot 5 is the natural language processing (NLP) engine based on pattern matching. The core Verbot 5 engine is responsible for finding matches to a given user input string and firing the appropriate rule. The findings from the user acceptance test concluded that majority of the respondents agreed that the VIZARD expert system stands at an unbiased state while being more aligned on supporting the usefulness of the system.
<span>New generation of students has high dependence on technology and embrace social learning environments that have low barrier to access. This means in-class lectures are not popular anymore, and in fact has become a burden for them to cope. To resolve the issue of low student attendance, this paper proposes a character growth game with the concept of gamification in education that is able to track and reward student attendance called PetAttendToClass. PetAttendToClass is a client-based system developed using C# and unity3D game engine. Although finding from the UAT session revealed that some users believed that attendance is the responsibility of the student, gamification is meant to turn this mundane responsibility into something motivative, interactive and interesting. It is hoped that by gamifying the class attendance, student will be motivated to attend their daily classes.</span>
<p>In developing a music recommendation system, there are several factors that can contribute to the inefficiency in music selection. One of the problems persists during the music listening is that common music playing application lacks the ability to acquire context of the user. Another problem that common music recommendation system fails to address the is emotional impact of the recommended song. To address this gap, this paper presents a music recommendation system based on fuzzy inference engine that considers user activities and emotion as part of the recommendation parameters. The system includes building a smart music recommendation system that has user profiling capabilities to recommend correct songs based on the user’s preferences, mood and time. Findings of the this paper have shown that Heartbeats’s fuzzy inference engine has successfully achieved its aim, which is to improve users’ music listening experience by giving suitable song recommendation based on user context situation.</p>
Abstract-Slide presentations have been widely used in current teaching and learning process. While text-laden slides might give a comprehensive feel over the materials, information overload might end up the learner getting confused in the middle of presentation. On the contrary, slides full of key points are not useful without the presenter. The objective of this research is to improve the teaching and learning process by transforming the slide content into a graphical knowledge display. A structure-based algorithm for presentation mapping is proposed to extract the keywords from each slide and to model into a mind map via web interface.
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