The research context of artificial intelligence and gamification to improve student engagement and attendance in higher education

Detalhes bibliográficos
Autor(a) principal: Limonova, Viktoriya
Data de Publicação: 2023
Outros Autores: Santos, Arnaldo, São Mamede, Henrique, Filipe, Vítor
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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spelling 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
instname_str Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
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institution RCAAP
reponame_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
collection Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
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