2020
DOI: 10.1109/access.2020.3034284
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Learners on Focus: Visualizing Analytics Through an Integrated Model for Learning Analytics in Adaptive Gamified E-Learning

Abstract: During the Coronavirus pandemic, e-learning systems have proven to be an essential pillar for education. This raises to surface what many studies have addressed earlier; creating a platform that completes the traditional classroom work and maximizes the effectiveness of learning outcomes. Striving to achieve such platform, studies have considered gamifying and personalizing the educational resources for the adaptation of educational systems as per the intended learners through intensive learning analytics. But… Show more

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Cited by 34 publications
(24 citation statements)
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“…In an investigation [14], explains that students have learning effectiveness during their online classes using Discord, as it allows access to requested activities and availability. However, what is detrimental to its reinforcement is the low quality of its network speed and the self-conscious behavior on the part of the students when they do not contribute opinions by activating their microphones.…”
Section: Literature Reviewmentioning
confidence: 99%
“…In an investigation [14], explains that students have learning effectiveness during their online classes using Discord, as it allows access to requested activities and availability. However, what is detrimental to its reinforcement is the low quality of its network speed and the self-conscious behavior on the part of the students when they do not contribute opinions by activating their microphones.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Future studies can utilize longitudinal design to provide evidence on whether using game mechanics may be effective over the long run in improving students' IS learning and compliance intention [28,39,40]. Further, while this study mainly used ISA knowledge to measure participants' performance, many varying cognitive-behavioral factors [37], individual learning characteristics [25,30], educational setting factors such as curricula, pedagogies, or instructors [35,38], or learners' game learning experience and behavior [44,45] were neglected. A future study may benefit from incorporating these considerations that provide additional insights into how game mechanics support deeper learning and strengthen students' compliance beliefs and behaviors.…”
Section: Conclusion and Suggestionsmentioning
confidence: 99%
“…Third, this study used a quasi-experiment method and only game and lecturing instructional approaches that could not provide sufficient evidence. The researchers may consider a laboratory experiment, other teaching methods, or new algorithms for learners' behavior [45] to gain a richer understanding of gamification in education. Lastly, although gender difference was not observed in the current study, future studies focusing on gender are recommended, as age and gender have produced mixed results on the HAIS-Q [1].…”
Section: Conclusion and Suggestionsmentioning
confidence: 99%
“…Big data and analytics can contribute to these changes and reshape the future of education [1]. Also, as a part of the social distancing regulations stated after the global pandemic of the COVID-19, remote teaching and learning has become the norm across many educational institutions [2]. The role of technology in the field of education can have many applications.…”
Section: Introductionmentioning
confidence: 99%