Dynamic UX based m-learning using user profile of learning style

Author(s):  
Apichaya Nimkoompai ◽  
Worapat Paireekreng
Author(s):  
Francisco Jurado ◽  
Pilar Rodriguez

The use of gamification has shown to be an interesting approach to engage users in MOOCs. In this context, different game strategies, elements, and mechanics are applied to help to improve the teaching/learning process. When designing teaching/learning methods, teachers must take into account both gamification techniques and learning styles in order to encourage students and to improve their learning performance, respectively. However, while applying gamification and at the same time keep taking into account the corresponding learning styles, we may find some kinds of incompatibilities. Thus, what this chapter covers is the conducted experimental analysis aimed at exploring the viability of merging gamer's profiles and learning styles in a single multidimensional user profile. The obtained results expose that, with this approach, we are able to identify groups of students so that, while designing teaching/learning methods, we can take into account both learning styles to improve the learning performance and gamification techniques to motivate and encourage the student.


2022 ◽  
pp. 152-170
Author(s):  
Francisco Jurado ◽  
Pilar Rodriguez

The use of gamification has shown to be an interesting approach to engage users in MOOCs. In this context, different game strategies, elements, and mechanics are applied to help to improve the teaching/learning process. When designing teaching/learning methods, teachers must take into account both gamification techniques and learning styles in order to encourage students and to improve their learning performance, respectively. However, while applying gamification and at the same time keep taking into account the corresponding learning styles, we may find some kinds of incompatibilities. Thus, what this chapter covers is the conducted experimental analysis aimed at exploring the viability of merging gamer's profiles and learning styles in a single multidimensional user profile. The obtained results expose that, with this approach, we are able to identify groups of students so that, while designing teaching/learning methods, we can take into account both learning styles to improve the learning performance and gamification techniques to motivate and encourage the student.


2011 ◽  
Author(s):  
Mark C. Schall ◽  
Michelle L. Rusch ◽  
Geb Thomas ◽  
John D. Lee
Keyword(s):  

2006 ◽  
Author(s):  
Laura S. Testerman ◽  
Nichole C. Hardy ◽  
Matthew T. Tatum ◽  
Holly M. Irwin-Chase ◽  
Jim Johnson

2006 ◽  
Author(s):  
Matthew T. Tatum ◽  
Nichole C. Hardy ◽  
Laura S. Testerman ◽  
Holly M. Irwin-Chase ◽  
John T. Wu

2020 ◽  
Vol 112 (2) ◽  
pp. 221-235 ◽  
Author(s):  
Shaylene E. Nancekivell ◽  
Priti Shah ◽  
Susan A. Gelman
Keyword(s):  

2020 ◽  
Vol 1 (01) ◽  
pp. 13-20
Author(s):  
Dian Saputra

This study aims to find out the relationship between learning style and students’ knowledge aspect on Computer System Subject at SMK IT Rahmatan Karimah of  Central Bengkulu, the type of research is quantitative and the subject of research is grade X in SMK IT Rahmatan Karimah of  Central Bengkulu. Data collection techniques using observation, Questionnaire and documentation. Data analysis techniques used were Descriptive Analysis, and inferential Statistical Analysis. The results of visual learning style post-test were 11 people with a mean of 76.36, an auditory learning style of 8 people at a mean of 62.14, a kinesthetic learning style of 3 people at a mean of 50.33, apart from that (r x y = 2.35) and the magnitude of r is reflected in the table (r table = 0.4132). Then rxy > r table ie = 2.35> 0.4132. In other words, Ho is rejected and Ha is accepted. It has a significant relationship between the learning styles of students and students’ knowledge aspect on Computer System Subject of grade X TKJ in SMK IT Rahmatan Karimah of  Central Bengkulu


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