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Regression Models for Predicting Gamified Educational Outcomes

Abdelhameed Ibrahim‬‬‬‬‬‬‬‬‬‬‬‬‬‬‬‬‬‬‬‬‬‬‬‬‬‬‬‬School of ICT, Bahrain Polytechnic,Faculty of Engineering Design and Information & Communications Technology (EDICT),Isa Town,BahrainChristos GatzoulisSchool of ICT, Bahrain Polytechnic,Faculty of Engineering Design and Information & Communications Technology (EDICT),Isa Town,BahrainMarwa M. EidDelta University for Science and Technology,Faculty of Artificial Intelligence,Mansoura,Egypt,35111Faris H. RizkComputer Science and Intelligent Systems Research Center,Blacksburg,Virginia,USA,24060Laith AbualigahAl-Ahliyya Amman University,Hourani Center for Applied Scientific Research,Amman,Jordan,19328El‐Sayed M. El‐kenawyDelta Higher Institute of Engineering and Technology,Department of Communications and Electronics,Mansoura,Egypt,35111
2024en
ABI

Аннотация

This paper focuses on improving learning and involvement in studies by employing game elements and considering online learning platforms to deliver statistics curriculum. According to the problem statement, the research examines gamification methods to transform studying from a routine to having enjoyment while improving academic results. This area of investigation is being extended to predict academic outcomes by applying different machine learning models to student performance data received from gamified. The strategy entails using a pedagogy based on collecting data from students who participated in a gamified educational platform; the data comprises indicators like pre-and post-platform exam grades, grades on quizzes, and indicators of platform usage. Multiple regression algorithms, including Random Forest and Gradient Boosting, are applied to student performance. In the experiments, the output results indicate that the model of Random Forest Regressor outperforms other models with the least Mean Squared Error (MSE) of 0.052. This model performs the best in terms of prediction accuracy with competence level in predicting students' results in gamified environments. The findings can support decision-making in designing educational activities. The Random Forest Regressor model can be identified as the best predictive model and may help train gamified learning platforms, which can encourage student engagement that correlates to performance.

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