Integration of Gamified Elements and Learning Style Data in Online Learning System

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Bibliographic Details
Title: Integration of Gamified Elements and Learning Style Data in Online Learning System
Language: English
Authors: Shrestha, Sushil (ORCID 0000-0003-2225-2578), Joshi, Manish, Bashyal, Aakash, Timilsina, Arun, Subedi, Sushant (ORCID 0000-0003-3667-3816)
Source: Journal of Educational Technology Systems. 2023 52(2):227-244.
Availability: SAGE Publications. 2455 Teller Road, Thousand Oaks, CA 91320. Tel: 800-818-7243; Tel: 805-499-9774; Fax: 800-583-2665; e-mail: journals@sagepub.com; Web site: https://sagepub.com
Peer Reviewed: Y
Page Count: 18
Publication Date: 2023
Document Type: Journal Articles
Reports - Research
Education Level: Higher Education
Postsecondary Education
Descriptors: Gamification, Cognitive Style, Electronic Learning, Learning Management Systems, Profiles, Preferences, Student Attitudes, Student Motivation, Student Satisfaction, Outcomes of Education, Undergraduate Students
DOI: 10.1177/00472395231202004
ISSN: 0047-2395
1541-3810
Abstract: The increase in usage of Online Learning systems has provided a challenge to deliver e-contents based on user needs. This study uses learning style data to determine the learning profile and provide the content based on the user's needs, whereas gamified elements are used to increase user engagement. The combination of these two approaches would eventually increase the overall user motivation and interest in the platform. The model developed is used to predict the Learning Style (LS) preference by analyzing the activity data obtained from the student interaction in the course. Further, clustering is done to determine the LS preference of the user in the system. Content is designed based on user's learning styles and preferences and uploaded to the platform. Data were collected through surveys after the end of the course to measure students' perception of the three variables: "motivation, learning satisfaction," and "learning outcomes." The findings from the study suggest that the students showed high motivation, positive learning outcomes, and satisfaction with the developed contents.
Abstractor: As Provided
Entry Date: 2023
Accession Number: EJ1399354
Database: ERIC
Description
Abstract:The increase in usage of Online Learning systems has provided a challenge to deliver e-contents based on user needs. This study uses learning style data to determine the learning profile and provide the content based on the user's needs, whereas gamified elements are used to increase user engagement. The combination of these two approaches would eventually increase the overall user motivation and interest in the platform. The model developed is used to predict the Learning Style (LS) preference by analyzing the activity data obtained from the student interaction in the course. Further, clustering is done to determine the LS preference of the user in the system. Content is designed based on user's learning styles and preferences and uploaded to the platform. Data were collected through surveys after the end of the course to measure students' perception of the three variables: "motivation, learning satisfaction," and "learning outcomes." The findings from the study suggest that the students showed high motivation, positive learning outcomes, and satisfaction with the developed contents.
ISSN:0047-2395
1541-3810
DOI:10.1177/00472395231202004