User Model for Virtual Learning Based on Adaptive Gamification

This study presents the development and evaluation of a hybrid user model designed for adaptive gamification within a virtual learning environment based on the Felder-Silverman Learning Style model. The research aims to enhance student engagement and learning outcomes by personalizing gamification e...

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Main Authors: Intan Yusrina Zairon, Tengku Siti Meriam Tengku Wook, Syahanim Mohd Salleh, Hadi Affendy Dahlan
Format: Article
Language:English
Published: IEEE 2025-01-01
Series:IEEE Access
Subjects:
Online Access:https://ieeexplore.ieee.org/document/10869475/
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author Intan Yusrina Zairon
Tengku Siti Meriam Tengku Wook
Syahanim Mohd Salleh
Hadi Affendy Dahlan
author_facet Intan Yusrina Zairon
Tengku Siti Meriam Tengku Wook
Syahanim Mohd Salleh
Hadi Affendy Dahlan
author_sort Intan Yusrina Zairon
collection DOAJ
description This study presents the development and evaluation of a hybrid user model designed for adaptive gamification within a virtual learning environment based on the Felder-Silverman Learning Style model. The research aims to enhance student engagement and learning outcomes by personalizing gamification elements according to individual learning styles. The methodology consists of four phases: 1) analyzing learning styles among STEM students, 2) mapping gamification elements to their learning styles, 3) designing and developing a user model, and 4) evaluating its usability. The user model integrates both stereotypical and dynamic modeling approaches, allowing for initial categorization and continuous adaptation based on learner interactions. A cognitive walkthrough evaluation conducted with experts and end-users demonstrated high task completion rates, indicating the model’s potential effectiveness. Usability test results identified areas for improvement, specifically in visual design, navigation, and user feedback. The study contributes to the field of adaptive e-learning by providing a flexible framework that can potentially improve learning outcomes and sustain student engagement in virtual learning environments. Future work should focus on implementing the recommended enhancements and conducting empirical studies to validate the model’s effectiveness in real-world educational settings.
format Article
id doaj-art-27232d907a9f4bb88ec776134a5a9ec6
institution Kabale University
issn 2169-3536
language English
publishDate 2025-01-01
publisher IEEE
record_format Article
series IEEE Access
spelling doaj-art-27232d907a9f4bb88ec776134a5a9ec62025-02-11T00:00:53ZengIEEEIEEE Access2169-35362025-01-0113240282404010.1109/ACCESS.2025.353759910869475User Model for Virtual Learning Based on Adaptive GamificationIntan Yusrina Zairon0https://orcid.org/0009-0000-3065-4804Tengku Siti Meriam Tengku Wook1Syahanim Mohd Salleh2Hadi Affendy Dahlan3https://orcid.org/0000-0003-0756-2009Fakulti Teknologi dan Sains Maklumat, Universiti Kebangsaan Malaysia, Bangi, Selangor, MalaysiaFakulti Teknologi dan Sains Maklumat, Universiti Kebangsaan Malaysia, Bangi, Selangor, MalaysiaFakulti Teknologi dan Sains Maklumat, Universiti Kebangsaan Malaysia, Bangi, Selangor, MalaysiaFakulti Teknologi dan Sains Maklumat, Universiti Kebangsaan Malaysia, Bangi, Selangor, MalaysiaThis study presents the development and evaluation of a hybrid user model designed for adaptive gamification within a virtual learning environment based on the Felder-Silverman Learning Style model. The research aims to enhance student engagement and learning outcomes by personalizing gamification elements according to individual learning styles. The methodology consists of four phases: 1) analyzing learning styles among STEM students, 2) mapping gamification elements to their learning styles, 3) designing and developing a user model, and 4) evaluating its usability. The user model integrates both stereotypical and dynamic modeling approaches, allowing for initial categorization and continuous adaptation based on learner interactions. A cognitive walkthrough evaluation conducted with experts and end-users demonstrated high task completion rates, indicating the model’s potential effectiveness. Usability test results identified areas for improvement, specifically in visual design, navigation, and user feedback. The study contributes to the field of adaptive e-learning by providing a flexible framework that can potentially improve learning outcomes and sustain student engagement in virtual learning environments. Future work should focus on implementing the recommended enhancements and conducting empirical studies to validate the model’s effectiveness in real-world educational settings.https://ieeexplore.ieee.org/document/10869475/Learning stylemental modelstereotypedynamicgame elementvirtual learning
spellingShingle Intan Yusrina Zairon
Tengku Siti Meriam Tengku Wook
Syahanim Mohd Salleh
Hadi Affendy Dahlan
User Model for Virtual Learning Based on Adaptive Gamification
IEEE Access
Learning style
mental model
stereotype
dynamic
game element
virtual learning
title User Model for Virtual Learning Based on Adaptive Gamification
title_full User Model for Virtual Learning Based on Adaptive Gamification
title_fullStr User Model for Virtual Learning Based on Adaptive Gamification
title_full_unstemmed User Model for Virtual Learning Based on Adaptive Gamification
title_short User Model for Virtual Learning Based on Adaptive Gamification
title_sort user model for virtual learning based on adaptive gamification
topic Learning style
mental model
stereotype
dynamic
game element
virtual learning
url https://ieeexplore.ieee.org/document/10869475/
work_keys_str_mv AT intanyusrinazairon usermodelforvirtuallearningbasedonadaptivegamification
AT tengkusitimeriamtengkuwook usermodelforvirtuallearningbasedonadaptivegamification
AT syahanimmohdsalleh usermodelforvirtuallearningbasedonadaptivegamification
AT hadiaffendydahlan usermodelforvirtuallearningbasedonadaptivegamification