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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.
Afiliação
  • Dermeval D; Faculty of Medicine, Center of Excellence for Social Technologies, Federal University of Alagoas, Maceió, Brazil.
  • Albuquerque J; Center of Excellence for Social Technologies, Computing Institute, Federal University of Alagoas, Maceió, Brazil.
  • Bittencourt II; Center of Excellence for Social Technologies, Computing Institute, Federal University of Alagoas, Maceió, Brazil.
  • Isotani S; Center of Excellence for Social Technologies, Computing Institute, Federal University of Alagoas, Maceió, Brazil.
  • Silva AP; Department of Computing Systems, Institute of Mathematics and Computacional Sciences, University of São Paulo, São Carlos, Brazil.
  • Vassileva J; Center of Excellence for Social Technologies, Computing Institute, Federal University of Alagoas, Maceió, Brazil.
Front Artif Intell ; 2: 13, 2019.
Article em En | MEDLINE | ID: mdl-33733102
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.
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Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Idioma: En Revista: Front Artif Intell Ano de publicação: 2019 Tipo de documento: Article País de afiliação: Brasil País de publicação: Suíça

Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Idioma: En Revista: Front Artif Intell Ano de publicação: 2019 Tipo de documento: Article País de afiliação: Brasil País de publicação: Suíça