12 research outputs found

    Multi-scenario modelling of learning

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    International audienceDesigning an educational scenario is a sensitive and challenging activity because it is the vector of learning. However, the designed scenario may not correspond to some learners’ characteristics (pace of work, cognitive styles, emotional factors, prerequisite knowledge, 
). To personalize the learning task and adapt it gradually to each learner, several scenarios are needed. Adaptation and personalization are difficult because it is necessary on the one hand to know in advance the profiles and on the other hand to produce the multiple scenarios corresponding to these profiles. Our model allows to design many scenarios without knowing the learner profiles beforehand. Furthermore, it offers each learner opportunities to choose a scenario and to change it during their learning process. The model ensures that all announced objectives have enough resources for acquiring knowledge and activities for evaluation

    Les effets d’une ludification adaptative sur l’engagement des apprenants

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    Gamification is increasingly used to address the lack of learner motivation. However, gamification systems generally do not consider learner's preferences for game mechanics. This paper presents a model to adapt the gamification features to the learners according to their player profile. An evaluation of this model shows that adapted game features increase learner engagement, while counter-adapted game features decrease their motivation.La ludification est une approche de plus en plus utilisĂ©e pour rĂ©pondre au manque de motivation des apprenants. Cependant, chacun a des sensibilitĂ©s diffĂ©rentes aux mĂ©caniques de jeu, et cela n’est gĂ©nĂ©ralement pas pris en compte. Cet article prĂ©sente un modĂšle pour adapter les fonctionnalitĂ©s ludiques selon les profils de joueur des apprenants. Une Ă©valuation de ce modĂšle a montrĂ© que l’utilisation de fonctionnalitĂ©s ludiques adaptĂ©es rend les apprenants plus engagĂ©s, tandis que l’utilisation de fonctionnalitĂ©s ludiques contre-adaptĂ©es diminue leur motivation.Monterrat Baptiste, Garrot, George SĂ©bastien, Desmarais Michel C. Les effets d’une ludification adaptative sur l’engagement des apprenants. In: Sciences et Technologies de l'Information et de la Communication pour l'Éducation et la Formation, volume 24 n°1, 2017. SĂ©lection de la confĂ©rence EIAH 2015, sous la direction de GaĂ«lle Molinari et Lahcen Oubahssi. pp. 51-74

    A player model for adaptive gamification in learning environments

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    International audienceMany learning environments are swiftly abandoned by the learners, even if they are effective. Gamification is as a recent game-based learning approach that can enhance the learners’ motiva-tion. However, individual expectations and preferences towards game-like features may be very different from one person to another. This paper presents a model to adapt gamification features according to a player profile of the learners. Two version of this model are evaluated within a gamified online learning environment. The first version comes from experts’ judgment, and the second one is induced from empirical data. Our experiments confirm that the first version can be efficient to predict the player’s preferences among the gamification features
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