A Systematic Mapping on Machine Learning Algorithms and Gamification Applied to Education

Vinicius Garcia da Luz, Ezequiel Gueiber, Ezequiel Gueiber, Simone Matos, Helyane Borges, Guataçara Santos Júnior, Rui Lopes

Abstract

Machine learning algorithms and gamification applied in educational environments promote more accurate information gathering as students interact with games. They allow you to evaluate and analyse data from how to improve gamified tools to stimulate teaching, retain student attention and interest, and optimize learning. This paper has performed a systematic mapping to identify how machine learning algorithms are applied at each game level.

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Paper Citation


in Harvard Style

Garcia da Luz V., Gueiber E., Matos S., Borges H., Santos Júnior G. and Lopes R. (2021). A Systematic Mapping on Machine Learning Algorithms and Gamification Applied to Education. In Proceedings of the 13th International Conference on Computer Supported Education - Volume 2: CSEDU, ISBN 978-989-758-502-9, pages 353-361. DOI: 10.5220/0010498103530361


in Bibtex Style

@conference{csedu21,
author={Vinicius Garcia da Luz and Ezequiel Gueiber and Simone Matos and Helyane Borges and Guataçara Santos Júnior and Rui Lopes},
title={A Systematic Mapping on Machine Learning Algorithms and Gamification Applied to Education},
booktitle={Proceedings of the 13th International Conference on Computer Supported Education - Volume 2: CSEDU,},
year={2021},
pages={353-361},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0010498103530361},
isbn={978-989-758-502-9},
}


in EndNote Style

TY - CONF

JO - Proceedings of the 13th International Conference on Computer Supported Education - Volume 2: CSEDU,
TI - A Systematic Mapping on Machine Learning Algorithms and Gamification Applied to Education
SN - 978-989-758-502-9
AU - Garcia da Luz V.
AU - Gueiber E.
AU - Matos S.
AU - Borges H.
AU - Santos Júnior G.
AU - Lopes R.
PY - 2021
SP - 353
EP - 361
DO - 10.5220/0010498103530361