Cited by 21Educational Games and GamificationIntelligent Tutoring Systems and Adaptive LearningAugmented Reality Applications

An enjoyable learning experience in personalising learning based on knowledge management: A case study

Open access
Song, Donglei, Xu, Hao, Yu, Tao, Tavares, Adriano·2017·EURASIA Journal of Mathematics, Science and Technology Education

Abstract

Background:Many attempts at personalisation have been made in education. They all collect learning data and analyse learning behaviours, and ultimately achieve personalised learning dynamically. However, further research is needed on the ways to effectively access and analyse information about learning within an enjoyable environment and with positive results when realising personalised learning.Material and methods:In order to solve this problem, we connect the time in class and after class with semantic knowledge and combine these elements with gamification and a better interaction experience. We explore whether this teaching method can offer students a better learning experience and positive learning outcomes.Results:Our approach plays an obvious role in personalised learning.Conclusions:Our results indicate that a teaching method which connects the two parts of a class with gamification and a means of interaction in AR (augmented reality) produces novel and enjoyable feelings, stimulates students' enthusiasm and improves the learning effects when they do personalised learning.

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Crossref · 10.12973/eurasia.2017.00702a

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1 of 1 references verified0 citation errors · 0 not checkable

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  • Song et al.'s application increased students' learning outcomes, engagement, and satisfaction and offered more personalized learning opportunities.

    “the specific application managed to increase students' learning outcomes, engagement, and satisfaction and offered more personalized learning opportunities.”

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Authors
Song, D., Xu, H., Yu, T., & Tavares, A.
Affiliations
  • Jilin University (CN)
  • Centro ALGORITMI (PT)
Corresponding author
Song, Donglei
Venue
EURASIA Journal of Mathematics, Science and Technology Education
Published
2017-06-15
Volume
13
Issue
7
ISSN
  • 1305-8215 (ISSN-L)
  • 1305-8223
OpenAlex
W2616918992
Cited by
21
References
1
Citations by year
2025: 2 · 2024: 4 · 2023: 1 · 2022: 1 · 2021: 2 · 2020: 2 · 2019: 3 · 2018: 4 · 2017: 2
FWCI
5.61
Type
journal article
Language
en
Open access
Licence
cc-by
Locations
Eurasia Journal of Mathematics Science and Technology Education (publishedVersion, cc-by)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Physical Sciences › Computer Science › Artificial Intelligence › Intelligent Tutoring Systems and Adaptive Learning
  • Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Augmented Reality Applications
Keywords
personalized learning, knowledge management, gamification, augmented reality, learning experience, student engagement, learning outcomes, semantic knowledge

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