학술논문

Learners on Focus: Visualizing Analytics Through an Integrated Model for Learning Analytics in Adaptive Gamified E-Learning
Document Type
Periodical
Source
IEEE Access Access, IEEE. 8:197597-197616 2020
Subject
Aerospace
Bioengineering
Communication, Networking and Broadcast Technologies
Components, Circuits, Devices and Systems
Computing and Processing
Engineered Materials, Dielectrics and Plasmas
Engineering Profession
Fields, Waves and Electromagnetics
General Topics for Engineers
Geoscience
Nuclear Engineering
Photonics and Electrooptics
Power, Energy and Industry Applications
Robotics and Control Systems
Signal Processing and Analysis
Transportation
Electronic learning
Games
Adaptation models
Visualization
Adaptive systems
Analytical models
Pandemics
Adaptation
e-learning
gamification
learning analytics
learning behavior
visualization
Language
ISSN
2169-3536
Abstract
During the Coronavirus pandemic, e-learning systems have proven to be an essential pillar for education. This raises to surface what many studies have addressed earlier; creating a platform that completes the traditional classroom work and maximizes the effectiveness of learning outcomes. Striving to achieve such platform, studies have considered gamifying and personalizing the educational resources for the adaptation of educational systems as per the intended learners through intensive learning analytics. But was the learner really a part of the adaptation process taking place? Learning analytics are usually designed to the course’s adaptation and solely for the teachers. Thus, learning analytics in gamified adaptive educational systems involving the course, teachers and learners together are still under investigation. In this study, the Personalized Adaptive Gamified E-learning (PAGE) model is introduced to extend MOOCs by providing new satisfactory levels of learning analytics and visualization in the rich e-learning process that supports the learner’s intervention in the resultant learning analytics. The proposed Learning analytics have been developed to make the necessary adaptation to the course and learner’s learning flow, as well as visualizing the process and adaptation decisions to the learners. Results show a positive potential towards learning adaptation and visualization, and a necessity to provide an additional focus for the gamification concept.