Loading…

Early Prediction of Student Profiles Based on Performance and Gaming Preferences

State of the art research shows that gamified learning can be used to engage students and help them perform better. However, most studies use a one-size-fits-all approach to gamification, where individual differences and needs are ignored. In a previous study, we identified four types of students at...

Full description

Saved in:
Bibliographic Details
Published in:IEEE transactions on learning technologies 2016-07, Vol.9 (3), p.272-284
Main Authors: Barata, Gabriel, Gama, Sandra, Jorge, Joaquim, Goncalves, Daniel
Format: Article
Language:English
Subjects:
Citations: Items that this one cites
Items that cite this one
Online Access:Get full text
Tags: Add Tag
No Tags, Be the first to tag this record!
cited_by cdi_FETCH-LOGICAL-c313t-63cadedc20482ad17b1027cab2f793abe6ba4ed4e33cd72170f90cda6d049b583
cites cdi_FETCH-LOGICAL-c313t-63cadedc20482ad17b1027cab2f793abe6ba4ed4e33cd72170f90cda6d049b583
container_end_page 284
container_issue 3
container_start_page 272
container_title IEEE transactions on learning technologies
container_volume 9
creator Barata, Gabriel
Gama, Sandra
Jorge, Joaquim
Goncalves, Daniel
description State of the art research shows that gamified learning can be used to engage students and help them perform better. However, most studies use a one-size-fits-all approach to gamification, where individual differences and needs are ignored. In a previous study, we identified four types of students attending a gamified college course, characterized by different levels of performance, engagement and behavior. In this paper, we present a new experiment where we study what data best characterizes each of our student types and explore if this data can be used to predict a student's type early in the course. To this end, we used machine-learning algorithms to classify student data from one term and predict the students' type on another term. We identified two sets of relevant features that best describe our types, one containing only performance measurements and another also containing data regarding the students' gaming preferences. Results show that performance alone can be used to predict student type with 79 percent accuracy by midterm. However, its accuracy improves when paired with gaming data at earlier stages of the course. In this paper, we clearly describe our findings and discuss the lessons learned from this experiment.
doi_str_mv 10.1109/TLT.2016.2541664
format article
fullrecord <record><control><sourceid>proquest_ieee_</sourceid><recordid>TN_cdi_ieee_primary_7433408</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><ericid>EJ1142744</ericid><ieee_id>7433408</ieee_id><sourcerecordid>4223718491</sourcerecordid><originalsourceid>FETCH-LOGICAL-c313t-63cadedc20482ad17b1027cab2f793abe6ba4ed4e33cd72170f90cda6d049b583</originalsourceid><addsrcrecordid>eNpNkEFLAzEQhYMoWKt3QYQFz1szSZpsjiq1KgUL1nPIJrOypd2tyfbQf2-WLcXTDPPemxk-Qm6BTgCoflwtVhNGQU7YVICU4oyMQHOdAy_Y-b_-klzFuKZUMqXZiCxnNmwO2TKgr11Xt03WVtlXt_fYdGnaVvUGY_ZsI_osiUsMVRu2tnGY2cZnc7utm58-XmHANI3X5KKym4g3xzom36-z1ctbvvicv788LXLHgXe55M569I5RUTDrQZVAmXK2ZJXS3JYoSyvQC-TcecVA0UpT5630VOhyWvAxeRj27kL7u8fYmXW7D006aaDgVEs9ZTK56OByoY0xfWl2od7acDBATc_NJG6m52aO3FLkfohgqN3JPvsAEEyJXr8b9BoRT7oSnAta8D9OkHK0</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>1830969526</pqid></control><display><type>article</type><title>Early Prediction of Student Profiles Based on Performance and Gaming Preferences</title><source>ERIC</source><source>IEEE Xplore (Online service)</source><creator>Barata, Gabriel ; Gama, Sandra ; Jorge, Joaquim ; Goncalves, Daniel</creator><creatorcontrib>Barata, Gabriel ; Gama, Sandra ; Jorge, Joaquim ; Goncalves, Daniel</creatorcontrib><description>State of the art research shows that gamified learning can be used to engage students and help them perform better. However, most studies use a one-size-fits-all approach to gamification, where individual differences and needs are ignored. In a previous study, we identified four types of students attending a gamified college course, characterized by different levels of performance, engagement and behavior. In this paper, we present a new experiment where we study what data best characterizes each of our student types and explore if this data can be used to predict a student's type early in the course. To this end, we used machine-learning algorithms to classify student data from one term and predict the students' type on another term. We identified two sets of relevant features that best describe our types, one containing only performance measurements and another also containing data regarding the students' gaming preferences. Results show that performance alone can be used to predict student type with 79 percent accuracy by midterm. However, its accuracy improves when paired with gaming data at earlier stages of the course. In this paper, we clearly describe our findings and discuss the lessons learned from this experiment.</description><identifier>ISSN: 1939-1382</identifier><identifier>EISSN: 1939-1382</identifier><identifier>EISSN: 2372-0050</identifier><identifier>DOI: 10.1109/TLT.2016.2541664</identifier><identifier>CODEN: ITLTAT</identifier><language>eng</language><publisher>Piscataway: IEEE</publisher><subject>adaptive learning ; Algorithms ; Classification ; Classification algorithms ; cluster analysis ; Cluster Grouping ; Context ; Education ; Foreign Countries ; Game Based Learning ; Games ; Gamified learning ; Individual Differences ; Learner Engagement ; Learning ; Multivariate Analysis ; Prediction ; Prediction algorithms ; Preferences ; Profiles ; Silicon carbide ; Student Characteristics ; student classification ; Student Records ; Students</subject><ispartof>IEEE transactions on learning technologies, 2016-07, Vol.9 (3), p.272-284</ispartof><rights>Copyright The Institute of Electrical and Electronics Engineers, Inc. (IEEE) 2016</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c313t-63cadedc20482ad17b1027cab2f793abe6ba4ed4e33cd72170f90cda6d049b583</citedby><cites>FETCH-LOGICAL-c313t-63cadedc20482ad17b1027cab2f793abe6ba4ed4e33cd72170f90cda6d049b583</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://ieeexplore.ieee.org/document/7433408$$EHTML$$P50$$Gieee$$H</linktohtml><link.rule.ids>314,780,784,27924,27925,54796</link.rule.ids><backlink>$$Uhttp://eric.ed.gov/ERICWebPortal/detail?accno=EJ1142744$$DView record in ERIC$$Hfree_for_read</backlink></links><search><creatorcontrib>Barata, Gabriel</creatorcontrib><creatorcontrib>Gama, Sandra</creatorcontrib><creatorcontrib>Jorge, Joaquim</creatorcontrib><creatorcontrib>Goncalves, Daniel</creatorcontrib><title>Early Prediction of Student Profiles Based on Performance and Gaming Preferences</title><title>IEEE transactions on learning technologies</title><addtitle>TLT</addtitle><description>State of the art research shows that gamified learning can be used to engage students and help them perform better. However, most studies use a one-size-fits-all approach to gamification, where individual differences and needs are ignored. In a previous study, we identified four types of students attending a gamified college course, characterized by different levels of performance, engagement and behavior. In this paper, we present a new experiment where we study what data best characterizes each of our student types and explore if this data can be used to predict a student's type early in the course. To this end, we used machine-learning algorithms to classify student data from one term and predict the students' type on another term. We identified two sets of relevant features that best describe our types, one containing only performance measurements and another also containing data regarding the students' gaming preferences. Results show that performance alone can be used to predict student type with 79 percent accuracy by midterm. However, its accuracy improves when paired with gaming data at earlier stages of the course. In this paper, we clearly describe our findings and discuss the lessons learned from this experiment.</description><subject>adaptive learning</subject><subject>Algorithms</subject><subject>Classification</subject><subject>Classification algorithms</subject><subject>cluster analysis</subject><subject>Cluster Grouping</subject><subject>Context</subject><subject>Education</subject><subject>Foreign Countries</subject><subject>Game Based Learning</subject><subject>Games</subject><subject>Gamified learning</subject><subject>Individual Differences</subject><subject>Learner Engagement</subject><subject>Learning</subject><subject>Multivariate Analysis</subject><subject>Prediction</subject><subject>Prediction algorithms</subject><subject>Preferences</subject><subject>Profiles</subject><subject>Silicon carbide</subject><subject>Student Characteristics</subject><subject>student classification</subject><subject>Student Records</subject><subject>Students</subject><issn>1939-1382</issn><issn>1939-1382</issn><issn>2372-0050</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2016</creationdate><recordtype>article</recordtype><sourceid>7SW</sourceid><recordid>eNpNkEFLAzEQhYMoWKt3QYQFz1szSZpsjiq1KgUL1nPIJrOypd2tyfbQf2-WLcXTDPPemxk-Qm6BTgCoflwtVhNGQU7YVICU4oyMQHOdAy_Y-b_-klzFuKZUMqXZiCxnNmwO2TKgr11Xt03WVtlXt_fYdGnaVvUGY_ZsI_osiUsMVRu2tnGY2cZnc7utm58-XmHANI3X5KKym4g3xzom36-z1ctbvvicv788LXLHgXe55M569I5RUTDrQZVAmXK2ZJXS3JYoSyvQC-TcecVA0UpT5630VOhyWvAxeRj27kL7u8fYmXW7D006aaDgVEs9ZTK56OByoY0xfWl2od7acDBATc_NJG6m52aO3FLkfohgqN3JPvsAEEyJXr8b9BoRT7oSnAta8D9OkHK0</recordid><startdate>20160701</startdate><enddate>20160701</enddate><creator>Barata, Gabriel</creator><creator>Gama, Sandra</creator><creator>Jorge, Joaquim</creator><creator>Goncalves, Daniel</creator><general>IEEE</general><general>Institute of Electrical and Electronics Engineers, Inc</general><general>The Institute of Electrical and Electronics Engineers, Inc. (IEEE)</general><scope>97E</scope><scope>RIA</scope><scope>RIE</scope><scope>7SW</scope><scope>BJH</scope><scope>BNH</scope><scope>BNI</scope><scope>BNJ</scope><scope>BNO</scope><scope>ERI</scope><scope>PET</scope><scope>REK</scope><scope>WWN</scope><scope>AAYXX</scope><scope>CITATION</scope></search><sort><creationdate>20160701</creationdate><title>Early Prediction of Student Profiles Based on Performance and Gaming Preferences</title><author>Barata, Gabriel ; Gama, Sandra ; Jorge, Joaquim ; Goncalves, Daniel</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c313t-63cadedc20482ad17b1027cab2f793abe6ba4ed4e33cd72170f90cda6d049b583</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2016</creationdate><topic>adaptive learning</topic><topic>Algorithms</topic><topic>Classification</topic><topic>Classification algorithms</topic><topic>cluster analysis</topic><topic>Cluster Grouping</topic><topic>Context</topic><topic>Education</topic><topic>Foreign Countries</topic><topic>Game Based Learning</topic><topic>Games</topic><topic>Gamified learning</topic><topic>Individual Differences</topic><topic>Learner Engagement</topic><topic>Learning</topic><topic>Multivariate Analysis</topic><topic>Prediction</topic><topic>Prediction algorithms</topic><topic>Preferences</topic><topic>Profiles</topic><topic>Silicon carbide</topic><topic>Student Characteristics</topic><topic>student classification</topic><topic>Student Records</topic><topic>Students</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Barata, Gabriel</creatorcontrib><creatorcontrib>Gama, Sandra</creatorcontrib><creatorcontrib>Jorge, Joaquim</creatorcontrib><creatorcontrib>Goncalves, Daniel</creatorcontrib><collection>IEEE All-Society Periodicals Package (ASPP) 2005–Present</collection><collection>IEEE All-Society Periodicals Package (ASPP) 1998-Present</collection><collection>IEEE Xplore</collection><collection>ERIC</collection><collection>ERIC (Ovid)</collection><collection>ERIC</collection><collection>ERIC</collection><collection>ERIC (Legacy Platform)</collection><collection>ERIC( SilverPlatter )</collection><collection>ERIC</collection><collection>ERIC PlusText (Legacy Platform)</collection><collection>Education Resources Information Center (ERIC)</collection><collection>ERIC</collection><collection>CrossRef</collection><jtitle>IEEE transactions on learning technologies</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Barata, Gabriel</au><au>Gama, Sandra</au><au>Jorge, Joaquim</au><au>Goncalves, Daniel</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><ericid>EJ1142744</ericid><atitle>Early Prediction of Student Profiles Based on Performance and Gaming Preferences</atitle><jtitle>IEEE transactions on learning technologies</jtitle><stitle>TLT</stitle><date>2016-07-01</date><risdate>2016</risdate><volume>9</volume><issue>3</issue><spage>272</spage><epage>284</epage><pages>272-284</pages><issn>1939-1382</issn><eissn>1939-1382</eissn><eissn>2372-0050</eissn><coden>ITLTAT</coden><abstract>State of the art research shows that gamified learning can be used to engage students and help them perform better. However, most studies use a one-size-fits-all approach to gamification, where individual differences and needs are ignored. In a previous study, we identified four types of students attending a gamified college course, characterized by different levels of performance, engagement and behavior. In this paper, we present a new experiment where we study what data best characterizes each of our student types and explore if this data can be used to predict a student's type early in the course. To this end, we used machine-learning algorithms to classify student data from one term and predict the students' type on another term. We identified two sets of relevant features that best describe our types, one containing only performance measurements and another also containing data regarding the students' gaming preferences. Results show that performance alone can be used to predict student type with 79 percent accuracy by midterm. However, its accuracy improves when paired with gaming data at earlier stages of the course. In this paper, we clearly describe our findings and discuss the lessons learned from this experiment.</abstract><cop>Piscataway</cop><pub>IEEE</pub><doi>10.1109/TLT.2016.2541664</doi><tpages>13</tpages></addata></record>
fulltext fulltext
identifier ISSN: 1939-1382
ispartof IEEE transactions on learning technologies, 2016-07, Vol.9 (3), p.272-284
issn 1939-1382
1939-1382
2372-0050
language eng
recordid cdi_ieee_primary_7433408
source ERIC; IEEE Xplore (Online service)
subjects adaptive learning
Algorithms
Classification
Classification algorithms
cluster analysis
Cluster Grouping
Context
Education
Foreign Countries
Game Based Learning
Games
Gamified learning
Individual Differences
Learner Engagement
Learning
Multivariate Analysis
Prediction
Prediction algorithms
Preferences
Profiles
Silicon carbide
Student Characteristics
student classification
Student Records
Students
title Early Prediction of Student Profiles Based on Performance and Gaming Preferences
url http://sfxeu10.hosted.exlibrisgroup.com/loughborough?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-01T06%3A43%3A48IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_ieee_&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Early%20Prediction%20of%20Student%20Profiles%20Based%20on%20Performance%20and%20Gaming%20Preferences&rft.jtitle=IEEE%20transactions%20on%20learning%20technologies&rft.au=Barata,%20Gabriel&rft.date=2016-07-01&rft.volume=9&rft.issue=3&rft.spage=272&rft.epage=284&rft.pages=272-284&rft.issn=1939-1382&rft.eissn=1939-1382&rft.coden=ITLTAT&rft_id=info:doi/10.1109/TLT.2016.2541664&rft_dat=%3Cproquest_ieee_%3E4223718491%3C/proquest_ieee_%3E%3Cgrp_id%3Ecdi_FETCH-LOGICAL-c313t-63cadedc20482ad17b1027cab2f793abe6ba4ed4e33cd72170f90cda6d049b583%3C/grp_id%3E%3Coa%3E%3C/oa%3E%3Curl%3E%3C/url%3E&rft_id=info:oai/&rft_pqid=1830969526&rft_id=info:pmid/&rft_ericid=EJ1142744&rft_ieee_id=7433408&rfr_iscdi=true