38 research outputs found

    Artificial Intelligence Empowers Gamification: Optimizing Student Engagement and Learning Outcomes in E-learning and MOOCs

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    In this era of Artificial Intelligence (AI) growth, characterized by advances in the Large Language Models (LLMs) used by ChatGPT and Bard, this study examines the effects of gamification and Automatic Question Generation (AQG) on student engagement and learning outcomes in the context of a Massive Open Online Course (MOOC). AQG, implemented via a Moodle plugin, transforms conventional assessments into an interactive, gamified experience, leveraging the “test effect” to improve learning outcomes. Research with 100 fifth-graders in a primary and secondary school shows that gamified assessments significantly boost student motivation and learning outcomes compared with traditional methods. The custom Moodle plugin facilitates the AQG process, generating contextually relevant and grammatically correct Multiple-Choice Questions (MCQs) from course content. The result is a dynamic, personalized assessment experience aimed at optimizing student retention. This paper concludes by discussing the implications of the study for educators and highlighting potential directions for future research

    Clustering Prediction Techniques in Defining and Predicting Customers Defection: The Case of E-Commerce Context

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    With the growth of the e-commerce sector, customers have more choices, a fact which encourages them to divide their purchases amongst several e-commerce sites and compare their competitors’ products, yet this increases high risks of churning. A review of the literature on customer churning models reveals that no prior research had considered both partial and total defection in non-contractual online environments. Instead, they focused either on a total or partial defect. This study proposes a customer churn prediction model in an e-commerce context, wherein a clustering phase is based on the integration of the k-means method and the Length-Recency-Frequency-Monetary (LRFM) model. This phase is employed to define churn followed by a multi-class prediction phase based on three classification techniques: Simple decision tree, Artificial neural networks and Decision tree ensemble, in which the dependent variable classifies a particular customer into a customer continuing loyal buying patterns (Non-churned), a partial defector (Partially-churned), and a total defector (Totally-churned). Macro-averaging measures including average accuracy, macro-average of Precision, Recall, and F-1 are used to evaluate classifiers’ performance on 10-fold cross validation. Using real data from an online store, the results show the efficiency of decision tree ensemble model over the other models in identifying both future partial and total defection
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