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dc.contributor.authorMbabu, Ken, M
dc.date.accessioned2020-05-18T08:26:35Z
dc.date.available2020-05-18T08:26:35Z
dc.date.issued2019
dc.identifier.urihttp://erepository.uonbi.ac.ke/handle/11295/109611
dc.description.abstractIntroduction to programming is a core found ational unit at the heart of computer science that provides students with the basic skills needed for the course. Programming by its very nature is an abstract discipline that is reinforced through psycho motor skills. Numerous studies have shown that many students taking the course get demotivated and disengaged along the way resulting to a high failure rate and dropout. An innovative approach to programming pedagogy is needed to motivate and improve the engagement and performance of these students. Games have been used since time in memorial as the fundamentals in cognitive development. They provide a situated problem centered learning environment (Plass, Homer & Kinzer, 2015). A gaming environment comprises defined mechanics and elements that define the g ame. These two can as well be applied in non gaming context (such as in learning programming basics). The games that are utilized in learning environment are serious games and gamification. This study aims at developing a gamification tool for e learning p latform that will recommend the right gamification elements to keep students motivated and engaged. Since students have different motivational factors based on their preference and learning style, it would require designing an adaptive tool that will cater for all students. This will call for use of artificial intelligence technics to identify and classify students, based on their personality and learning style and progressively adapt to their behaviour and actions as they interact with it.en_US
dc.language.isoenen_US
dc.publisherUniversity of Nairobien_US
dc.rightsAttribution-NonCommercial-NoDerivs 3.0 United States*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/us/*
dc.subjectAn adaptive gamification tool for E-learning Platformen_US
dc.titleAn adaptive gamification tool for E-learning Platformen_US
dc.typeThesisen_US


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Attribution-NonCommercial-NoDerivs 3.0 United States
Except where otherwise noted, this item's license is described as Attribution-NonCommercial-NoDerivs 3.0 United States