The research context of artificial intelligence and gamification to improve student engagement and attendance in higher education
Autor(a) principal: | |
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Data de Publicação: | 2023 |
Outros Autores: | , , |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10400.2/15330 |
Resumo: | A significant concern that is widely discussed in the field of Higher Education is declining student participation. In several institutions, attendance is optional, allowing students to attend lectures at their convenience. This study proposes the integration of Artificial Intelligence and Gamification to improve student engagement and attendance rates. The initiative combines advanced technological strategies with conventional educational methodologies to enhance the lecture experience. The initiative is significant as formal lectures often witness dwindling student interest and frequent absenteeism, undermining the educational process and student's future career prospects. This combination has the potential to revolutionise Higher Education by providing a more interactive and engaging learning experience. While gamification has positively impacted learning in various contexts, integration with Artificial Intelligence is a game-changer, paving the way for a modernised educational experience. This innovative exploration of the AI-gamification blend sets the stage for future research and the implementation of updated academic strategies, ultimately addressing student engagement and attendance. This position paper presents the bases and foundations for understanding the problem of student attendance and engagement and the role of AI and gamification in Higher Education in alleviating it. |
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The research context of artificial intelligence and gamification to improve student engagement and attendance in higher educationO contexto da investigação em inteligência artificial e gamificação para melhorar o envolvimento e a assiduidade dos estudantes no ensino superiorHigher educationArtificial intelligenceGamificationStudent engagementEnsino superiorInteligência artificialGamificationEnvolvimento dos estudantesODS::04:Educação de QualidadeODS::09:Indústria, Inovação e InfraestruturasA significant concern that is widely discussed in the field of Higher Education is declining student participation. In several institutions, attendance is optional, allowing students to attend lectures at their convenience. This study proposes the integration of Artificial Intelligence and Gamification to improve student engagement and attendance rates. The initiative combines advanced technological strategies with conventional educational methodologies to enhance the lecture experience. The initiative is significant as formal lectures often witness dwindling student interest and frequent absenteeism, undermining the educational process and student's future career prospects. This combination has the potential to revolutionise Higher Education by providing a more interactive and engaging learning experience. While gamification has positively impacted learning in various contexts, integration with Artificial Intelligence is a game-changer, paving the way for a modernised educational experience. This innovative exploration of the AI-gamification blend sets the stage for future research and the implementation of updated academic strategies, ultimately addressing student engagement and attendance. This position paper presents the bases and foundations for understanding the problem of student attendance and engagement and the role of AI and gamification in Higher Education in alleviating it.Uma inquietação relevante e extensamente discutida no domínio do Ensino Superior é a diminuição da participação dos estudantes. Em diversas instituições, a assiduidade é facultativa, permitindo aos estudantes a frequência às aulas segundo a sua disponibilidade. Este estudo propõe a integração da Inteligência Artificial e da Gamification como meios para melhorar o envolvimento e as taxas de assiduidade dos estudantes. A iniciativa em causa articula estratégias tecnologicamente avançadas com metodologias educativas convencionais no intuito de enriquecer a experiência de ensino. Tal iniciativa assume importância dada à constante diminuição do interesse dos estudantes e a assiduidade irregular nas aulas formais, fatores que afetam negativamente o processo de ensino e as perspetivas de carreira dos estudantes. Esta combinação ostenta o potencial de revolucionar o Ensino Superior, proporcionando uma experiência de aprendizagem mais interativa e envolvente. Embora a Gamification já tenha impactado positivamente o processo de aprendizagem em diversos contextos, a sua integração com a Inteligência Artificial surge como um elemento transformador, abrindo caminho para uma experiência educacional modernizada. Esta investigação inovadora que combina a IA e Gamification prepara as bases para investigações futuras e a implementação de estratégias académicas aprimoradas, concentrando-se principalmente no envolvimento e na assiduidade dos estudantes. Este artigo de posicionamento apresenta as bases e os fundamentos necessários para a compreensão do problema da frequência e envolvimento dos estudantes no Ensino Superior, assim como o papel da IA e da Gamification na sua mitigação.Universidade Aberta. LE@DRepositório AbertoLimonova, ViktoriyaSantos, ArnaldoSão Mamede, HenriqueFilipe, Vítor2023-12-29T15:59:10Z2023-122023-12-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10400.2/15330engLimonova, Viktoriya; et al. - The research context of artificial intelligence and gamification to improve student engagement and attendance in higher education. "RE@D – Revista de Educação a Distância e eLearning" [Em linha]. ISSN 2182-4967. Vol. 6, nº 2 (julho.-dez. 2023)2182-4967https://doi.org/10.34627/redvol6iss2e202309info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-02-18T01:49:24Zoai:repositorioaberto.uab.pt:10400.2/15330Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T00:56:58.258475Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
The research context of artificial intelligence and gamification to improve student engagement and attendance in higher education O contexto da investigação em inteligência artificial e gamificação para melhorar o envolvimento e a assiduidade dos estudantes no ensino superior |
title |
The research context of artificial intelligence and gamification to improve student engagement and attendance in higher education |
spellingShingle |
The research context of artificial intelligence and gamification to improve student engagement and attendance in higher education Limonova, Viktoriya Higher education Artificial intelligence Gamification Student engagement Ensino superior Inteligência artificial Gamification Envolvimento dos estudantes ODS::04:Educação de Qualidade ODS::09:Indústria, Inovação e Infraestruturas |
title_short |
The research context of artificial intelligence and gamification to improve student engagement and attendance in higher education |
title_full |
The research context of artificial intelligence and gamification to improve student engagement and attendance in higher education |
title_fullStr |
The research context of artificial intelligence and gamification to improve student engagement and attendance in higher education |
title_full_unstemmed |
The research context of artificial intelligence and gamification to improve student engagement and attendance in higher education |
title_sort |
The research context of artificial intelligence and gamification to improve student engagement and attendance in higher education |
author |
Limonova, Viktoriya |
author_facet |
Limonova, Viktoriya Santos, Arnaldo São Mamede, Henrique Filipe, Vítor |
author_role |
author |
author2 |
Santos, Arnaldo São Mamede, Henrique Filipe, Vítor |
author2_role |
author author author |
dc.contributor.none.fl_str_mv |
Repositório Aberto |
dc.contributor.author.fl_str_mv |
Limonova, Viktoriya Santos, Arnaldo São Mamede, Henrique Filipe, Vítor |
dc.subject.por.fl_str_mv |
Higher education Artificial intelligence Gamification Student engagement Ensino superior Inteligência artificial Gamification Envolvimento dos estudantes ODS::04:Educação de Qualidade ODS::09:Indústria, Inovação e Infraestruturas |
topic |
Higher education Artificial intelligence Gamification Student engagement Ensino superior Inteligência artificial Gamification Envolvimento dos estudantes ODS::04:Educação de Qualidade ODS::09:Indústria, Inovação e Infraestruturas |
description |
A significant concern that is widely discussed in the field of Higher Education is declining student participation. In several institutions, attendance is optional, allowing students to attend lectures at their convenience. This study proposes the integration of Artificial Intelligence and Gamification to improve student engagement and attendance rates. The initiative combines advanced technological strategies with conventional educational methodologies to enhance the lecture experience. The initiative is significant as formal lectures often witness dwindling student interest and frequent absenteeism, undermining the educational process and student's future career prospects. This combination has the potential to revolutionise Higher Education by providing a more interactive and engaging learning experience. While gamification has positively impacted learning in various contexts, integration with Artificial Intelligence is a game-changer, paving the way for a modernised educational experience. This innovative exploration of the AI-gamification blend sets the stage for future research and the implementation of updated academic strategies, ultimately addressing student engagement and attendance. This position paper presents the bases and foundations for understanding the problem of student attendance and engagement and the role of AI and gamification in Higher Education in alleviating it. |
publishDate |
2023 |
dc.date.none.fl_str_mv |
2023-12-29T15:59:10Z 2023-12 2023-12-01T00:00:00Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/10400.2/15330 |
url |
http://hdl.handle.net/10400.2/15330 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
Limonova, Viktoriya; et al. - The research context of artificial intelligence and gamification to improve student engagement and attendance in higher education. "RE@D – Revista de Educação a Distância e eLearning" [Em linha]. ISSN 2182-4967. Vol. 6, nº 2 (julho.-dez. 2023) 2182-4967 https://doi.org/10.34627/redvol6iss2e202309 |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Universidade Aberta. LE@D |
publisher.none.fl_str_mv |
Universidade Aberta. LE@D |
dc.source.none.fl_str_mv |
reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
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Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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