An adaptive gamification tool for E-learning Platform
Abstract
Introduction 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.
Publisher
University of Nairobi
Rights
Attribution-NonCommercial-NoDerivs 3.0 United StatesUsage Rights
http://creativecommons.org/licenses/by-nc-nd/3.0/us/Collections
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