DIGITAL LIBRARY
E-CLASSMATES FOR GAMIFICATION OF LEARNING
Universidad Nacional de San Agustin (PERU)
About this paper:
Appears in: INTED2019 Proceedings
Publication year: 2019
Pages: 7316-7320
ISBN: 978-84-09-08619-1
ISSN: 2340-1079
doi: 10.21125/inted.2019.1783
Conference name: 13th International Technology, Education and Development Conference
Dates: 11-13 March, 2019
Location: Valencia, Spain
Abstract:
In recent years, gamification has become a very important learning technique to achieve better academic results. In that sense, a large number of commercial and open source e-learning gamification platforms have appeared. However, in e-learning, students log in their learning sessions according to their schedule availability and a big problem that we find in gamification for e-learning, is that in order to carry out some gamification activities, such as challenges, it is necessary that more than one student is connected or online, stopping or interrupting the student's learning process until another student get online. This problem can be solved through artificial intelligence, implementing e-classmates with different levels of knowledge, so that they can compete in different activities and in this way avoid the interruption of the student's learning process. The technique of Artificial Intelligence to train the e-classmates would be Q-Learning of the Reinforcement Learning based on the historical behavior of students who took the course previously.
Keywords:
Gamification of learning, e-classmate, q-learning, Reinforcement Learning.