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GaTO: An Ontological Model to Apply Gamification in Intelligent Tutoring Systems
Intelligent Tutoring Systems (ITSs) are concerned with the use of artificial intelligence techniques for performing adaptive tutoring to learners' according to what they know about the domain. Researchers are increasingly interested in applying gamification in e-learning systems to engage stude...
Autores principales: | , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2019
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7861306/ https://www.ncbi.nlm.nih.gov/pubmed/33733102 http://dx.doi.org/10.3389/frai.2019.00013 |
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author | Dermeval, Diego Albuquerque, Josmário Bittencourt, Ig Ibert Isotani, Seiji Silva, Alan Pedro Vassileva, Julita |
author_facet | Dermeval, Diego Albuquerque, Josmário Bittencourt, Ig Ibert Isotani, Seiji Silva, Alan Pedro Vassileva, Julita |
author_sort | Dermeval, Diego |
collection | PubMed |
description | Intelligent Tutoring Systems (ITSs) are concerned with the use of artificial intelligence techniques for performing adaptive tutoring to learners' according to what they know about the domain. Researchers are increasingly interested in applying gamification in e-learning systems to engage students and to drive desired learning behaviors. However, little attention has been drawn to the effective application of gamification in ITS, and how to connect theories of both concepts in a standard and formal way. Moreover, gamified ITS should manipulate a huge amount of knowledge regarding several models, i.e., gamification, domain, student and pedagogical models. Formally connecting such theories as well as representing system's knowledge relies on the use of ontologies. In this paper, we present an ontological model that connects gamification and ITS concepts. Our model takes advantage of ontologies to allow automated reasoning (e.g., on the domain, student, pedagogical or gamification models), to enable interoperability, and create awareness about theories and good practices for the designers of gamified ITS. To evaluate our model, we use an ontology evaluation method based on five knowledge representation roles. We also illustrate how it could support the development of an intelligent authoring tool to design gamified ITS. |
format | Online Article Text |
id | pubmed-7861306 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2019 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-78613062021-03-16 GaTO: An Ontological Model to Apply Gamification in Intelligent Tutoring Systems Dermeval, Diego Albuquerque, Josmário Bittencourt, Ig Ibert Isotani, Seiji Silva, Alan Pedro Vassileva, Julita Front Artif Intell Artificial Intelligence Intelligent Tutoring Systems (ITSs) are concerned with the use of artificial intelligence techniques for performing adaptive tutoring to learners' according to what they know about the domain. Researchers are increasingly interested in applying gamification in e-learning systems to engage students and to drive desired learning behaviors. However, little attention has been drawn to the effective application of gamification in ITS, and how to connect theories of both concepts in a standard and formal way. Moreover, gamified ITS should manipulate a huge amount of knowledge regarding several models, i.e., gamification, domain, student and pedagogical models. Formally connecting such theories as well as representing system's knowledge relies on the use of ontologies. In this paper, we present an ontological model that connects gamification and ITS concepts. Our model takes advantage of ontologies to allow automated reasoning (e.g., on the domain, student, pedagogical or gamification models), to enable interoperability, and create awareness about theories and good practices for the designers of gamified ITS. To evaluate our model, we use an ontology evaluation method based on five knowledge representation roles. We also illustrate how it could support the development of an intelligent authoring tool to design gamified ITS. Frontiers Media S.A. 2019-07-31 /pmc/articles/PMC7861306/ /pubmed/33733102 http://dx.doi.org/10.3389/frai.2019.00013 Text en Copyright © 2019 Dermeval, Albuquerque, Bittencourt, Isotani, Silva and Vassileva. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Artificial Intelligence Dermeval, Diego Albuquerque, Josmário Bittencourt, Ig Ibert Isotani, Seiji Silva, Alan Pedro Vassileva, Julita GaTO: An Ontological Model to Apply Gamification in Intelligent Tutoring Systems |
title | GaTO: An Ontological Model to Apply Gamification in Intelligent Tutoring Systems |
title_full | GaTO: An Ontological Model to Apply Gamification in Intelligent Tutoring Systems |
title_fullStr | GaTO: An Ontological Model to Apply Gamification in Intelligent Tutoring Systems |
title_full_unstemmed | GaTO: An Ontological Model to Apply Gamification in Intelligent Tutoring Systems |
title_short | GaTO: An Ontological Model to Apply Gamification in Intelligent Tutoring Systems |
title_sort | gato: an ontological model to apply gamification in intelligent tutoring systems |
topic | Artificial Intelligence |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7861306/ https://www.ncbi.nlm.nih.gov/pubmed/33733102 http://dx.doi.org/10.3389/frai.2019.00013 |
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