DIGITAL LIBRARY
ENHANCING STEM EDUCATION USING MACHINE LEARNING AND REINFORCEMENT LEARNING TECHNIQUES FOR EDUCATIONAL SOFTWARE AND SERIOUS GAMES
Texas A&M University (UNITED STATES)
About this paper:
Appears in: EDULEARN23 Proceedings
Publication year: 2023
Pages: 7148-7152
ISBN: 978-84-09-52151-7
ISSN: 2340-1117
doi: 10.21125/edulearn.2023.1871
Conference name: 15th International Conference on Education and New Learning Technologies
Dates: 3-5 July, 2023
Location: Palma, Spain
Abstract:
In recent years, the incorporation of game-based learning approaches, such as educational software and serious games, has emerged as a promising pedagogical technique to enhance student engagement and motivation in STEM education. However, the effectiveness of these approaches is heavily dependent on the design and implementation of gamification strategies, which can be challenging to create and evaluate. To address these challenges, researchers have increasingly explored the use of machine learning and reinforcement learning techniques in gamification and STEM education.

This work explores the potential of machine learning and reinforcement learning techniques to improve the design and effectiveness of educational software and serious games. First, we discuss how gamification can be integrated into educational software and serious games to increase student motivation and engagement. Next, we present various applications of machine learning in educational software and serious games, including personalized learning, adaptive learning, and intelligent tutoring systems. We also examine the use of reinforcement learning techniques for designing game-based learning environments that provide tailored feedback and incentives to students.
Furthermore, we highlight successful case studies and experiments in the field of educational software and serious games that have leveraged machine learning and reinforcement learning techniques, we provide several examples of successful gamification strategies, including the use of leaderboards, badges, and rewards.

Machine learning and reinforcement learning has shown significant promise in a range of fields, including game design, robotics, and finance. In recent years, researchers have begun exploring the potential of reinforcement learning in education, particularly in the areas of STEM education and gamification. This study presents a comprehensive review of the recent advancements and experiences in machine learning and reinforcement learning-based approaches for gamification and STEM education in educational software and serious games, such as neural networks and decision trees, can be leveraged to analyze student engagement and learning outcomes in gamified environments. Additionally, the study explores how reinforcement learning techniques, such as Q-learning and deep reinforcement learning, can be used to design and optimize gamification strategies to improve student motivation and learning outcomes. The study also presents how machine learning techniques have been used to develop adaptive and personalized gamification strategies that cater to the individual learning needs and preferences of students and highlights how reinforcement learning has been used to optimize game mechanics and reward structures to enhance student motivation and learning outcomes. Finally, the study discusses the future directions and challenges in the field of gamification and STEM education using machine learning and reinforcement learning to develop effective gamification strategies that foster student engagement and motivation in STEM education.

This study contributes to the growing body of research on the potential of machine learning and gamification in education, particularly in the context of STEM learning. The findings suggest that the integration of these technologies in educational software and serious games can provide a more engaging, personalized, and effective learning experience for students.
Keywords:
STEM, gamification, machine learning, reinforcement learning, educational software, serious games.