A GAMIFIED MOBILE APPLICATION USING STEREOTYPE USER MODELING IN A JAVA PROGRAMMING LEARNING CONCEPT
University of West Attica (GREECE)
About this paper:
Conference name: 16th International Conference on Education and New Learning Technologies
Dates: 1-3 July, 2024
Location: Palma, Spain
Abstract:
The use of games can be a powerful tool in the educational process, but the implementation of educational scenarios in particular requires a further immersion in them. To this end, an innovative Java programming concept is introduced in this paper that offers interactive experiences to engage participants and enhance their understanding of java concepts. In this paper, we address the implementation of a system that uses stereotypes to create user models for educational games that treat their users as unique people with unique personalities, goals, etc. We also delve into the adaptation of content in educational games to enhance the learning experience by using modern forms of gamification to respond specifically to students. This is implemented through a series of educational scenarios supported by a mobile assistant, which allows users to enter the virtual learning and be supported by individualized profiles.
The core focus of this research lies in the development of a system that harnesses stereotypes to construct user models. Each avatar aims to enhance the learning experience, offering mentorship and practical insights to students enrolled in the Java programming engineering education program. In the system, called Java programming concept, these user models are embodied by avatars, each representing a unique perspective, as follows:
1. Prometheus, the Java Code Explorer, shares coding wisdom and real-world examples.
2. Daedalus, the algorithm architect, imparts algorithmic thinking skills.
3. Athena excels in GUI design, emphasizing user-friendly interfaces.
4. Hermes specializes in debugging, ensuring error-free coding.
5. Archimedes guides software development practices and collaborative coding.
6. Socrates, the language mentor, simplifies complex concepts for deep understanding.
Successful implementation of our Java programming concept relies on a thorough assessment phase. Engaging user models can effectively transfer knowledge, offer feedback, and align assessments with learning objectives for a dynamic learning experience. Crafting a robust educational gamification strategy is vital, alongside content adaptation to tailor game scenarios. Key elements include dynamic difficulty adjustments, diverse storylines infusion, and personalized feedback delivery through user modeling.
Challenging norms and fostering inclusivity, our approach integrates user modeling and content adaptation to enrich learning. We conducted a two-phase practical evaluation, using a questionnaire and a t-test, to gauge gamification's effectiveness in meeting educational goals and promoting inclusivity. Insights from the data guided us in refining gamification elements for optimal outcomes.Keywords:
Stereotype User modeling, Gamification, Inclusivity, Content adaptation, Mobile learning, Java programming.