2 research outputs found

    Questionify gamification in education

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    In the education industry, lecturers are finding ways to improve students’ concentrations and grades by using smart devices to track students’ assignment or tutorial progress. One of the few possible and attractive solution is by using the gamification technique. This paper proposes an educational application called Questionify that implements the gamification elements and allow users to collect points, gain achievements, increase motivation and engagement towards students’ coursework in Software Engineering subject. Questionify is developed using C# and Java language has been evaluated using questionnaire among 24 respondents. The findings showed that the respondents believe that gamification can do better in education as compare to the traditional method of teaching the students. In the future, this gamification approach will be tested on more technical subjects such as programming and networking subjects to help students engage in a different learning approach

    The role of chatterbots in enhancing tourism: a case study of Penang tourism spots

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    Chatterbots have been widely used as a tool for conversational booking assistance mainly for hotels such as the Expedia. This paper extends the use of chatterbot beyond booking by presenting the proof of concept of a chatterbot expert system called the VIZARD. The proposed VIZARD is developed using an expert system shell called verbot. The core of Vertbot 5 is the natural language processing (NLP) engine based on pattern matching. The core Verbot 5 engine is responsible for finding matches to a given user input string and firing the appropriate rule. The findings from the user acceptance test concluded that majority of the respondents agreed that the VIZARD expert system stands at an unbiased state while being more aligned on supporting the usefulness of the system
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