A Machine Learning Based Method to Evaluate Learning in Gamification Practices
Xiuyan Bai,
Jiawen Shi
Abstract:With the integration of advanced methods and technologies in higher vocational education, educational gamification has emerged as a new approach to encourage students’ active participation in learning. However, it is difficult to accurately evaluate student participation in this environment and delve into the process of interactive evolution. Most existing research methods primarily focus on qualitative analysis, while attempts to conduct quantitative analysis are often constrained by traditional statistical m… Show more
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