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2019 - Volume 2 - Number 2


An Adaptive Gamification Tool for E-learning Platform

Ken M. Mbabu * mbabukmwirigi@gmail.com * ORCID: 0000-0002-1204-1868
University of Nairobi, School of Computing and Informatics, Nairobi, KENYA

Robert O. Oboko * roboko@uonbi.ac.ke
University of Nairobi, School of Computing and Informatics, Nairobi, KENYA

Samuel Kamunya * samutheekam@gmail.com
South Eastern University of Kenya, School of Information Technology, Nairobi, KENYA

Open Journal for Information Technology, 2019, 2(2), 41-52 * https://doi.org/10.32591/coas.ojit.0202.03041m
Online Published Date: 29 December 2019

LICENCE: Creative Commons Attribution 4.0 International License.

ARTICLE (Full Text - PDF)An Adaptive Gamification Tool for E-learning Platform


KEY WORDS: gamification, motivation, engagement level, personalized learning, machine learning.

ABSTRACT:
Numerous studies have shown that many students taking the computer science programming courses due to its abstract nature easily get demotivated and disengaged along the way resulting to a high failure rate and dropout. In this paper, we discuss an innovative approach to programming pedagogy using gamification elements and mechanics in a Learning Management System (Moodle) to motivate students, improve their engagement and performance. Since students have different motivational factors determined by their preference and learning style, we discuss how Machine Learning Algorithms namely KMeans and K Nearest Neighbor (KNN) are used to classify students based on engagement level, progressively adapt to their learning behavior and recommend the right gamification elements based on the level of interactivity achieved.

CORRESPONDING AUTHOR:
Ken M. Mbabu, University of Nairobi, School of Computing and Informatics, Nairobi, P. O. Box 30197, 00100, Nairobi, KENYA. E-mail: mbabukmwirigi@gmail.com.


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