scholarly journals Towards Adaptive Gamification: A Method Using Dynamic Player Profile and a Case Study

2022 ◽  
Vol 12 (1) ◽  
pp. 486
Author(s):  
Inmaculada Rodríguez ◽  
Anna Puig ◽  
Àlex Rodríguez

The design of gamified experiences following the one-fits-all approach uses the same game elements for all users participating in the experience. The alternative is adaptive gamification, which considers that users have different playing motivations. Some adaptive approaches use a (static) player profile gathered at the beginning of the experience; thus, the user experience fits this player profile uncovered through the use of a player type questionnaire. This paper presents a dynamic adaptive method which takes players’ profiles as initial information and also considers how these profiles change over time based on users’ interactions and opinions. Then, the users are provided with a personalized experience through the use of game elements that correspond to their dynamic playing profile. We describe a case study in the educational context, a course integrated on Nanomoocs, a massive open online course (MOOC) platform. We also present a preliminary evaluation of the approach by means of a simulator with bots that yields promising results when compared to baseline methods. The bots simulate different types of users, not so much to evaluate the effects of gamification (i.e., the completion rate), but to validate the convergence and validity of our method. The results show that our method achieves a low error considering both situations: when the user accurately (Err = 0.0070) and inaccurately (Err = 0.0243) answers the player type questionnaire.

2021 ◽  
Vol 13 (2) ◽  
Author(s):  
Victoria Marrero-Aguiar

This article is focused on the challenges posed by the development of oral production skills (speaking, pronunciation) in a Massive Open Online Course (MOOC), a resource that is totally conditioned by the technologies and has very limited posibilities for individual adaptation. First of all, the difficulties that this goal poses are reviewed and confronted with some successful precedents that show how to deal with those challenges. Next, we present a case study in which some strategies and resources have been used to develop oral skills and improve pronunciation in technologically mediated environments, an Spanish L-MOOC for migrants and refugees, absolute beginners, developed at UNED (Spain).


Author(s):  
Nasa Zata Dina ◽  
Riky Tri Yunardi ◽  
Aji Akbar Firdaus

This study aimed to develop a case-based design framework to analyze online us-er reviews and understanding the user preferences in a Massive Open Online Course (MOOC) content-related design. Another purpose was to identify the fu-ture trends of MOOC content-related design. Thus, it was an effort to achieve da-ta-driven design automation. This research extracts pairs of keywords which are later called Feature-Sentiment-Pairs (FSPs) using text mining to identify user preferences. Then the user preferences were used as features of an MOOC content-related design. An MOOC case study is used to implement the proposed framework. The online reviews are collected from www.coursera.org as the MOOC case study. The framework aims to use these large scale online review data as qualitative data and converts them into quantitative meaningful infor-mation, especially on content-related design so that the MOOC designer can de-cide better content based on the data. The framework combines the online re-views, text mining, and data analytics to reveal new information about users’ preference of MOOC content-related design. This study has applied text mining and specifically utilizes FSPs to identify user preferences in the MOOC content-related design. This framework can avoid the unwanted features on the MOOC content-related design and also speed up the identification of user preference.


Author(s):  
Tali Kahan ◽  
Tal Soffer ◽  
Rafi Nachmias

<p class="3">In recent years there has been a proliferation of massive open online courses (MOOCs), which provide unprecedented opportunities for lifelong learning. Registrants approach these courses with a variety of motivations for participation. Characterizing the different types of participation in MOOCs is fundamental in order to be able to better evaluate the phenomenon and to support MOOCs developers and instructors in devising courses which are adapted for different learners' needs. Thus, the purpose of this study was to characterize the different types of participant behavior in a MOOC. Using a data mining methodology, 21,889 participants of a MOOC were classified into clusters, based on their activity in the main learning resources of the course: video lectures, discussion forums, and assessments. Thereafter, the participants in each cluster were characterized in regard to demographics, course participation, and course achievement characteristics. Seven types of participant behavior were identified: <em>Tasters</em> (64.8%), <em>Downloaders</em> (8.5%), <em>Disengagers</em> (11.5%), <em>Offline</em> <em>Engagers</em> (3.6%), <em>Online Engagers</em> (7.4%), <em>Moderately Social Engagers</em> (3.7%), and <em>Social Engagers</em> (0.6%). A significant number of 1,020 participants were found to be engaged in the course, but did not achieve a certificate. The types are discussed according to the established research questions. The results provide further evidence regarding the utilization of the flexibility, which is offered in MOOCs, by the participants according to their needs. Furthermore, this study supports the claim that MOOCs' impact should not be evaluated solely based on certification rates but rather based on learning behaviors.</p>


10.2196/10982 ◽  
2019 ◽  
Vol 5 (1) ◽  
pp. e10982 ◽  
Author(s):  
Abrar Alturkistani ◽  
Azeem Majeed ◽  
Josip Car ◽  
David Brindley ◽  
Glenn Wells ◽  
...  

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