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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2025-01-01
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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 |