This paper investigates how machine learning models can help to track and improve student performance in blended learning. In Blended learning (BL), students learn both in classrooms and through online activities. The paper deals with that direction, with the BL process running for four weeks. It involved MTech and MCA students (UG students of an integrated course). They attended regular classes and also took part in online tasks through Gnomio, a platform based on Moodle. To keep students engaged outside the classroom, they took quizzes, accessed digital learning content and joined gamified forums, where they earned points for participation. These forums encouraged teamwork, discussion, and healthy competition, similar to real-life peer interaction. For the study, collected key academic data like: CGPA, Weekly quiz results, Forum participation. This data was analysed using machine learning models, among them, the MLP model gave the best results. It had the highest accuracy in predicting student performance. The study also shows that gamification is more than just fun. It can motivate students and also act as a predictor of success.

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Gamified Learning Analytics: Predicting Student Success in Blended Education Environments Through Machine Learning Classification Models

  • Prakshep Goswami,
  • Pratham Jaiswal,
  • Shaligram Prajapat,
  • Sunny Raikwar,
  • Rahul Singhai,
  • Shraddha Verma

摘要

This paper investigates how machine learning models can help to track and improve student performance in blended learning. In Blended learning (BL), students learn both in classrooms and through online activities. The paper deals with that direction, with the BL process running for four weeks. It involved MTech and MCA students (UG students of an integrated course). They attended regular classes and also took part in online tasks through Gnomio, a platform based on Moodle. To keep students engaged outside the classroom, they took quizzes, accessed digital learning content and joined gamified forums, where they earned points for participation. These forums encouraged teamwork, discussion, and healthy competition, similar to real-life peer interaction. For the study, collected key academic data like: CGPA, Weekly quiz results, Forum participation. This data was analysed using machine learning models, among them, the MLP model gave the best results. It had the highest accuracy in predicting student performance. The study also shows that gamification is more than just fun. It can motivate students and also act as a predictor of success.