Learning Preferences Adaptation Based on The Personalized Adaptive Gamified E-Learning (PAGE) Model | ||||
International Journal of Intelligent Computing and Information Sciences | ||||
Article 10, Volume 20, Issue 2, December 2020, Page 32-52 PDF (867.43 K) | ||||
Document Type: Original Article | ||||
DOI: 10.21608/ijicis.2020.48148.1037 | ||||
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Authors | ||||
Sherin Moussa 1; Yara Maher2; M. Essam Khalifa2 | ||||
1Department of Information Systems, Faculty of Computer and Information Scences | ||||
2Department of Software Engineering and Information Technology, Faculty of Engineering and Technology, Egyptian Chinese University, Cairo, Egypt | ||||
Abstract | ||||
Many studies have addressed e-learning, aiming to create a platform for the learning process that completes the traditional classroom work and maximizes the effectiveness of learning outcomes. Gamifying personalized adaptable educational systems have been recently considered to keep the learners motivated and positively progressing in a flow state. However, the current models remain inadequate, providing limited resources for comprehensive learning analytics. In this paper, a theoritical learning preferences adaptation model is proposed based on the Personalized Adaptive Gamified E-learning (PAGE) model. The PAGE model supports blended learning by enforcing the engagement of the traditional learning process’s parties, where effective learning analytics can be sustained to continuously improve the quality of the learning experience. The overall model has been evaluated for its validity through a survey from different perspectives. The overall mean value of the evaluation is 2.77 out of 3. Thus, the evaluation outcomes for the adaptation, gamification, and learning experience of the PAGE model ensure a promising vision for advancements in the learning processes and analytics. | ||||
Keywords | ||||
educational systems; preferences adaptation; learning preferences; elearning; clustering | ||||
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