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Journal ArticleDOI

Collaboration and fuzzy-modeled personalization for mobile game-based learning in higher education

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TLDR
A major conclusion is that incorporating personalization and collaboration in mobile game-based learning can further assist students in higher education towards advancing their knowledge level.
Abstract
Mobile game-based learning constitutes a hot issue in the related scientific literature since it promotes learning through an entertaining way and fosters student motivation to increase engagement in the educational process. As such, it can enhance the learning process and improve student participation. Towards this direction, this paper investigates how mobile learning and game-based learning can be utilized in higher education settings and analyzes the pedagogical affordance of their adoption. As a testbed for our research, we designed and implemented Quiz Time! which is an intelligent mobile game-based learning application for assessing and advancing learners' knowledge in the programming language C#. Quiz Time! employs an assessing knowledge module for testing the knowledge of learners, a vectorial-based recommendation module for proposing personalized collaboration in group playing, a dynamic fuzzy logic-based advice generator for tailored assistance to learners' profile and misconceptions, and a cognitive learner modeler supporting the aforementioned modules. Quiz Time! was used in a higher education institution for an academic semester and was evaluated by students and computer science experts using an established framework and the statistical hypothesis test. Regarding the evaluation results, the computer science experts validated the pedagogical adequacy of the application and the students highlighted its positive impact on learning and its usefulness. A major conclusion is that incorporating personalization and collaboration in mobile game-based learning can further assist students in higher education towards advancing their knowledge level.

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Citations
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Self-regulated mobile game-based English learning in a virtual reality environment

TL;DR: The results imply that the interaction feature of the VR application and the challenges of game-based design enable students to enter the state of flow easily and enhance their motivation to learn.
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The Impact of Environmental Factors on Academic Performance of University Students Taking Online Classes during the COVID-19 Pandemic in Mexico

TL;DR: In this paper, the impact of lighting, noise, and temperature levels on academic performance of university students during the COVID-19 pandemic in Mexico was investigated. And the results showed that temperature, lighting, and noise have significant direct effects on university students' academic performance.
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A systematic literature review of personalized learning terms

TL;DR: This paper provides a review of the recent research literature on personalized learning as technology is changing how learning can be effectively personalized.
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Research topics, author profiles, and collaboration networks in the top-ranked journal on educational technology over the past 40 years: A bibliometric analysis

TL;DR: In this paper, a bibliometric analysis on research topics, author profiles, and collaboration networks using a top-ranked journal Computers & Education (ISSN: 0360-1315) was conducted.
Journal ArticleDOI

A deep learning classification framework for early prediction of team-based academic performance

TL;DR: A Deep Neural Network (DNN) framework for binary classification with two hidden layers for the early prediction of teams’ performance in the domain of software engineering is proposed and shown to be capable of predicting teams' performance adequately and accurately.
References
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Journal ArticleDOI

Fuzzy logic = computing with words

TL;DR: The point of this note is that fuzzy logic plays a pivotal role in CW and vice-versa and, as an approximation, fuzzy logic may be equated to CW.
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Challenging games help students learn

TL;DR: The results show that engagement in the game has a clear positive effect on learning, however, it is suggested that the challenge of the game should be able to keep up with the learners growing abilities and learning in order to endorse continued learning in game-based learning environments.
Journal ArticleDOI

The use of mobile learning in higher education: A systematic review

TL;DR: A systematic review provides the scholarly community with a current synthesis of mobile learning research across 2010–2016 in higher education settings regarding the purposes, outcomes, methodologies, subject matter domains, educational level, educational context, device types and geographical distribution of studies.
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The power of play

TL;DR: Results revealed that participants who were assigned to play Portal 2 showed a statistically significant advantage over Lumosity on each of the three composite measures-problem solving, spatial skill, and persistence.
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Mobile and ubiquitous learning in higher education settings. A systematic review of empirical studies

TL;DR: The systematic analysis of 36 empirical papers supports the view that knowledge gains from instructionist learning designs are facilitated by distributed and more frequent learning activities enabled by push mechanisms, and hybridisation links formal education with informal and personalized learning.
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