A Systematic Mapping on Machine Learning Algorithms and
Gamification Applied to Education
Vinicius Schultz Garcia da Luz
1a
, Ezequiel Gueiber
1,2 b
, Simone Nasser Matos
1c
,
Helyane Bronoski Borges
1d
, Guataçara dos Santos Júnior
1e
and Rui Pedro Lopes
3f
1
Computer Science Dept., Federal University of Technology, Paraná (UTFPR), Ponta Grossa, PR, Brazil
2
Computer Science Dept., State University of Ponta Grossa (UEPG), Ponta Grossa, PR, Brazil
3
Research Center in Digitalization and Industrial Robotics, Instituto Politécnico de Bragança (IPB), Bragança, Portugal
Keywords: Machine Learning, Education, Games, Gamification, Mapping Review.
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.
1 INTRODUCTION
The use of games in educational environments
improves the learning process, encouraging students
to improve their skills in various areas, in addition to
shaping behaviour using techniques and elements in
environments not related to games (Kapp, 2012;
Lopes et al., 2018; Mora et al., 2017) as is the case
gamification. Gamification uses the dynamics and
mechanics of games as a tool to motivate and increase
commitment in the educational field (Cordero-Brito
and Mena, 2018) and promotes motivation and
engagement (Lee and Hammer, 2011).
Machine learning (ML) algorithms when used in
education games provides an automation of tools and
facilitates data analysis, in which playful experiences
can be measured through multidisciplinary
interactions (Cowley et al., 2014).
This paper summarized, by means of a systematic
mapping based on the method of Kitchenham and
Charters (2007), the state of the art of how the
machine learning and gamification algorithms are
being used in educational games levels. The
a
https://orcid.org/0000-0002-9616-3503
b
https://orcid.org/0000-0002-2993-0928
c
https://orcid.org/0000-0002-5362-2343
d
https://orcid.org/0000-0002-9153-3819
e
https://orcid.org/0000-0002-6234-7961
f
https://orcid.org/0000-0002-9170-5078
systematic mapping was carried out from 2003 to
2020 and used 5 digital repositories.
2 RELATED WORK
Considering the existing studies in the literature on
games or gamification in education, a common
practice is to carry out literature reviews in a more
systematic way. This contributes to assess the area of
research in which it is desired to propose a solution
not yet measured. To understand the application of
gamification in education, we sought to identify in the
literature the mapping or systematic review related to
games in education, and to select them by the subject
of gamification applied to education using the
following search strings: “education” and
“gamification” and “systematic review” or
“systematic mapping”. The works were searched in
the Elsevier (Science Direct), ACM, IEEEXplore,
Scopus and Google Scholar repositories.
Garcia da Luz, V., Gueiber, E., Matos, S., Borges, H., Santos Júnior, G. and Lopes, R.
A Systematic Mapping on Machine Learning Algorithms and Gamification Applied to Education.
DOI: 10.5220/0010498103530361
In Proceedings of the 13th International Conference on Computer Supported Education (CSEDU 2021) - Volume 2, pages 353-361
ISBN: 978-989-758-502-9
Copyright
c
2021 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
353
132 studies were found and 14 of these were
removed because they were duplicated, leaving a total
of 121. Of these, 28 studies were related to review or
mapping involving: Gamification and Education. The
subjects addressed through the mappings or
systematic reviews found were analyzed to determine
their objective.
It was found that some papers were focused on
identifying how gamification is applied and at what
levels of education, such as: Morelock (2013),
Dicheva et al. (2015), Alanne (2016), Bodnar et al.
(2016), De Avila dos Santos and Luis Castro de
Freitas (2017), Ortiz-Rojas et al. (2017), Subhash and
Cudney (2018), Alhammad and Moreno (2018),
Souza et al. (2018), Borges et al. (2018), Cordero-
Brito and Mena (2018) and Gentry et al. (2019).
There are other works focused on the use of tools,
learning theories or environments in which
gamification is applied: De Sousa Borges et al.
(2014), Truong (2016), Stevenson et al. (2017), Brito
and Madeira (2017), Tenório et al. (2018), Trinidad
et al. (2018) and Lara et al. (2019). Other papers focus
on the review of how the gamification project is
developed and reused as described in Peixoto and
Silva (2015), Seaborn and Fels (2015), Mora et al.
(2017), Calderón et al. (2018) and Kamunya et al.
(2019). In addition to the systematic reviews that
address application, use of tools, learning theories,
environments in which gamification is applied and
projects for the development of gamified software
that was previously presented; there are also studies
on gamification and multidisciplinar and new
guidelines for the use of gamification, such as:
Osatuyi et al. (2018), Bozkurt and Durak (2018),
Rodrigues et al. (2019) and Inocencio (2018),
respectively.
In the research it was noted that there was an
increase in studies related to systematic mapping that
describe gamification in education (in 2018 there
were 7 papers). Analyzing the number of experiences
of gamification applied in educational levels, higher
education has a greater frequency with 6 works,
followed by 5 works in various levels (basic
education, high school and higher education), 16
without information and 1 in high school, elementary
school and teaching for the intellectual disabled.
The analysis of related works showed that higher
education concentrates most applications of
gamification in education in all years, and this
educational level also falls into several levels (basic
education, high school and higher education). In 2015
two studies were retrieved, one in higher education
and the other which does not reveal information on
which educational level the gamification context was
applied to. In addition, only in the year 2017 there are
publications of gamification applied to high school
and teaching for the intellectual disabled. An
important factor is that the student's development can
be carried out in an individualized or customized way,
knowing their difficulties, skills and potential (Mora
et al. 2017). It was found that the works address many
aspects related to gamification and games applied in
education, but do not show how machine learning
algorithms are applied at educational game levels.
3 REVIEW METHODOLOGY
Based on the literature, studies involving games in
education were found with the application of machine
learning algorithms. The method used in this work to
carry out systematic mapping was that of Kitchenham
and Charters (2007). The authors Martins and
Gorschek (2016) define that their work is a reference
for those who wish to carry out systematic reviews
and mappings; and report that this approach covers
several steps to generate comprehensive research.
The systematic mapping was carried out by the
authors of this work: 1 in the area of software
engineering, 1 in the area of artificial intelligence, 1
in the area of education and 1 in the area of
technology and management, 1 doctoral student in
Science, Technology and Teaching and 1 master's
student in Computer Science. It includes studies from
2003 to 2020 on the subjects of games and machine
learning algorithms aimed at education. The proposed
work carried out the research contemplating games,
as there could be works containing gamification
within the process of this systematic mapping.
At first, as predicted by the systematic mapping
method, the protocol was defined by the authors in
order to bring to the researcher a quantity of
information about: authors of works, relevance of
each work and their real contribution to the
community and research problems. In this protocol,
research questions, search bases and their specific
forms of search, search strings, keywords and filters
were defined, presented in the next sections. Figure 1
shows how the process of systematic mapping was
conducted. In the planning process, the objective of
systematic mapping was identified to verify the
educational games that apply machine algorithms in
order to check how it can help for a sustainable
education. The definition of the protocol used an
electronic spreadsheet for filling in information on the
work to be analyzed. In the selection of studies, the
search bases, search strings were defined and
CSEDU 2021 - 13th International Conference on Computer Supported Education
354
questions were elaborated to be answered in the
systematic mapping.
Figure 1: Research Methodology Adopted.
Then, the inclusion and exclusion criteria were
defined to select the desired works and form the
protocol with information from the articles so that the
questions could be answered. With the protocol
formed it was possible to synthesize the data, present
the results and verify future trends on the subject.
3.1 Research Questions
The central objective of the research was to list the
main tools and methods used in the researched
subjects. The following questions were elaborated:
QR1) What are the games styles, the area and the
level of education (special or not)?
QR2) How the games architecture is built?
QR3) What kind of machine learning algorithms and
techniques are used in the games?
3.2 Inclusion and Exclusion Criteria
The researchers who performed the systematic
mapping were the evaluators of the collected primary
works. Initially, an inclusion criterion ware studies
that presented in their Title, Keywords or Abstract
information related to the research topic and that were
within the time period determined for systematic
mapping.
The application of the inclusion and exclusion
criteria followed the steps: i) Reading the titles,
keywords and abstract, excluding works that are not
related to the inclusion criteria; ii) Dynamic
(superficial) reading of the study considering the
inclusion and exclusion criteria and iii)
Documentation of each study in short paragraphs.
Five search databases were defined to perform the
researches: Google Scholar, Science Direct, ACM,
IEEEXplore and Scopus. The choice of the cited
bases was because they had a greater number of
publications related to this work's research.
3.3 Search Strings and Keywords
Several search terms had already been thought and
discussed among the researchers, which facilitated
the process of composing the keywords. After some
tests, expressions restricted to the theme were used,
such as "artificial intelligence algorithm" AND
"gaming" AND education", "machine learning" AND
"digital games", "childhood" AND "education" AND
"machine learning" AND "games", "Machine
learning algorithm" AND "education games" AND
"artificial intelligence", "machine learning algorithm"
AND "education" AND "digital games", "machine
learning algorithm" AND "education" AND "games".
Using the before mentioned strings the number of
results was low or in some cases no results were
returned. With that, a refinement of the search string
was carried out, and the combination that returned the
most results was "machine learning algorithm" AND
"education" AND "games" to obtain publications of
systematic mapping articles. A total of 382 articles
were found using a set of keywords defined for
searching works related to games in education
applying machine learning algorithms. Table 1 shows
the number of works obtained per repository.
However, 13 duplicate works were eliminated: 3 from
the Scopus database, 1 from the Google Scholar
database, 4 from the Science Direct database, 2 from
the ACM database and 3 from the IEEEXplore
database, remaining 369 papers.
Table 1: Quantity of work by repositories.
String
“machine learning algorithm” AND “education” AND
“games”
Repositories
Google Schoolar 78
Science Direct 169
ACM 13
IEEE 22
Scopus 100
TOTAL 382
After realizing the proposed exclusion criteria
were eliminated 328 works by the reading of the title
and the abstract, resulting in 41 articles for detailed
reading. The 41 works were read entirely because
they are more focused on the objective of this
research. However, from 41 articles, 36 articles were
eliminated because they applied classification
algorithms or were not directly related to games in
education, remaining 5 works. The 5 works were
A Systematic Mapping on Machine Learning Algorithms and Gamification Applied to Education
355
selected because they applied machine learning
algorithms at each game level.
4 RESULTS
This section presents the results related to the answers
for the previous sections.
4.1 What Are the Games Styles, the
Area and the Level of Education
(Special or Not)?
The games that apply the machine learning
algorithms are quite diverse. Some of them were
developed in a specific way to attend the study, such
as MCP Quest and Skill Tree (Barata et al., 2016) in
the computer sciences area, and Romeo and Juliet
(Siu et al., 2018) in the languages area. Other works
used games available on the market such as Super
Monkey Ball 2 in the work of Cowley et al. (2014) in
the area of psychophysiology, games available on
Google Play in several areas such as sports, action,
strategy and Role-Playing Game (RPG) in the study
of Bharathi et al. (2016) and the Pacman game used
in Llorens-Largo et al. (2016) work. The last two
games mentioned were used in the area of computer
science. The computer science area concentrates
most of the application of machine learning
algorithms in educational games. Table 2 presents the
application areas of games with machine learning
algorithms.
Table 2: Games used in the areas and educational levels by
the authors.
Game Area Educational
level
Author
Super
Monkey
Ball 2
Psycho-
physiology
Higher
education
Cowley et al.,
(2014)
MCP
Quest and
Skill Tree
Computer
Science
Higher
education
Barata et al.
(2016)
Various
games
from
Google
Play
Computer
Science
Multiple
Levels
Bharathi et al.
(2016)
Pacman Computer
Science
Higher
education
Llorens-Largo
et al. (2016)
Romeo
and Juliet
Languages Multiple
Levels
Siu et al.
(2018)
Cowley et al. (2014) carried out in the area of
psychophysiology describes a new method to
integrate player preferences, experimental data and
game design patterns in a single framework, Play
Patterns and Xperience (PPAX). The framework
explored the patterns of gameplay and physiological
reactions of the players' faces, resulting in
information on reaction patters, moves and the
personality of each player.
In the work by Barata et al. (2016), the experiment
characterized data to predict the type of student at the
beginning of the master's course in computer science
at the University of Lisbon. For this, it used machine
learning algorithms to classify student data from one
period and predict the type of student in another
period. Through the inclusion of games in the
teaching grid, they created the games MCP Quest and
Skill Tree to expand interactivity and created a
ranking to reward the progression of levels and the
experiences acquired by students.
In the work of Bharathi et al. (2016), in the area
of computer science, several games and applications
installed on smartphones were analyzed to identify
and list design characteristics and gamification
elements such as challenges, feedbacks, rewards,
objectives, characters, badges, punctuation, levels,
ranking and dynamics of game states. These elements
of gamification can promote student motivation to
interact with the game more often and gain new
knowledge.
The work of Llorens-Largo et al. (2016) in the
area of computer science, developed the LudifyMe
system to assess the potential of gamification as a
means of improving learning. The main contribution
is in the application of games in the teaching of
artificial intelligence in order to improve motivation,
performance and student satisfaction.
In the work of Siu et al. (2018) in the area of
languages for learning the English language, they
developed a game platform based on the story of
Romeo and Juliet, which analyses the scores obtained
by the student to verify the progression and mastery
of the language. The purpose of the platform is to
predict whether the student has the capacity to
achieve an average score in the tests.
The systematic mapping verified and identified
that the educational levels of application are for
higher education, basic education and various levels
(basic to higher education), however, none of the
games was used for special education. However, there
is a predominance of works in higher education, and
analysing the amount of works at each level, there are
3 works related to higher education and 2 works that
fall into various levels (basic to higher education).
CSEDU 2021 - 13th International Conference on Computer Supported Education
356
4.2 How the Games Architecture Is
Built?
The games are divided according to type, for
example, serious games, racing, puzzle, strategy,
gamified web platform and RPG (Role Playing
Game). In the work of Barata et al. (2016) serious
games were developed containing stages and
missions. As the missions are carried out, a more
complex one is presented and the players receive
scores when they finish, however the missions can be
executed in several ways as long as all objectives are
fulfilled. In the game MCP Quest, for example, it is
an online treasure hunt in which students access a
page containing a multimedia artifact that must be
edited and manipulated to unravel the clue to access
the URL of the next page. As the missions are
completed the player earns experience points and is
able to access a more difficult mission.
Similarly, the game Skill Tree (Barata et al. 2016)
presents a tree of missions to be performed. At the
root of the tree, three initial missions are presented
and enabled and, in their branches, there are other
disabled missions. After completing the first
missions, the player receives the experience points
and new missions are enabled from the tree for
execution. If the player does not have enough
experience points, new missions of a more complex
level are not enabled. The architecture of this game is
server client, in which students access the game
through the pages provided and perform activities on
the platform. Thus, the data of all performed activities
are recorded in a database for later application of the
machine learning algorithm to understand the
students’ behavior.
The LudifyMe study by Llorens-Largo et al.
(2016) used the Prolog language to teach artificial
intelligence about the Pacman game. The game is
divided into difficulty levels according to the mazes,
amount and speed of movement of the main
character's enemies. As one level is overcome, the
next has the level of difficulty increased, and so on.
In this work, the labyrinth creation activities of the
game were carried out on a gamified web platform, in
which students must program the rules and relations
of the game and send for evaluation in a prediction
system. The architecture is composed by the gamified
platform, a database of events in which the
characteristics of the created labyrinths are extracted,
and an evaluation of the predictive system that
presents the results.
After the student submits the code for evaluation
on the platform, the information is sent to an event
database for further processing of the developed
labyrinths’ characteristics by the students. The
prediction system applies machine learning
algorithms to the database and presents the mazes’
results. With that, students and teachers can evaluate
the results and optimize the maze according to the
information provided in graphs.
Cowley et al. (2014) developed a framework,
called Play Patterns And eXperience (PPAX), to
analyze a set of data containing psychophysiological
information about the player’s facial expressions such
as tension, alertness, joy, upset, stress, calmness,
relaxation, etc., and video data containing plays that
were made.
The game used to apply the framework was Super
Monkey Ball 2, whose main mechanics is to roll a
ball, containing a monkey inside, on platforms of
different heights without dropping the ball and
reaching the end of the course. During the course the
player is rewarded with points for collecting bananas.
This framework analyses game event data and
psychophysiological data by applying the Frequent
Pattern Growth machine algorithm, which looks for
patterns in large data sets, to identify game design
patterns.
In the work of Cowley et al. (2014), Barata et al.
(2016), Bharathi et al. (2016), Llorens-Largo et al.
(2016), Siu et al. (2018), machine learning algorithms
are applied on a database formed by the data collected
during the interactions performed by the user in the
games. The information in the databases is treated to
facilitate the acquisition of knowledge through the
learning of machine algorithm with successive
training. And later, the information obtained is
analyzed and revised to improve the performance of
the machine learning algorithm. Finally, with this
information, evaluations are made to understand the
student's learning and the execution of their activities.
4.3 What Kind of Machine Learning
Algorithms and Techniques Are
Used in the Games?
Considering the selected works, it was identified that
the most used machine learning algorithms are those
that use supervised learning methods, such as the
Support Vector Machine (SVM) and the Naive Bayes
classifier. However, it was found that there is no
preference for a particular machine learning
algorithm, as they are chosen according to the authors'
preference and the context of each application.
Cowley et al. (2014) applied the Unsupervised
Frequent Pattern Growthe K-Means algorithms. In
the work by Barata et al. (2016) were used
Expectation Maximization Algorithm (EM), Naive
A Systematic Mapping on Machine Learning Algorithms and Gamification Applied to Education
357
Bayes, Bayesian Networks, Sequential Minimal
Optimization (SMO), Logistic Regression K-Nearest
Neighbors (KNN).
Bharathi et al. (2016) applied the Support Vector
Machine (SVM), Naive Bayes, IBK, Decision Trees,
Random Forest, Sequential Minimal Optimization
(SMO) and J48 to rank games to a maximum score
and indicate whether they are successful or not.
Llorens-Largo et al. (2016) applied the Support
Vector Machine (SVM) to program Pacman game
rules and actions to interactively teach artificial
intelligence lessons to computer science students.
Finally, Siu et al. (2018) used the Decision Trees,
Support Vector Machine (SVM) and K-Nearest
Neighbor (KNN) algorithms. Table 3 presents the
machine learning algorithms used in their respective
years.
Table 3: Quantity of machine learning algorithms per year.
Algorithms Classification 2014 2016 2018
Frequent
Pattern Growth
Unsupervised 1
K-Means Unsupervised 1
EM Unsupervised 1
Naive Bayes Probabilistic 2
Bayesian
Networks
Probabilistic 1
Logistic
Regression
Supervised 1
K-Nearest
Neighbors
(KNN)
Supervised 2 1
Support Vector
Machine
(SVM)
Supervised 2 1
Decision Trees Supervised 3 1
Sequential
Minimal
Optimization
(SMO)
Supervised 1
TOTAL 2 1 5
The systematic mapping indicated that the
researched works between the years 2003 and 2020,
have a considerable variation in the use of machine
learning algorithms, however the repetition of
machine learning algorithms was identified, as shown
in Table 3. The most used algorithm is Decision
Trees, followed by Naive Bayes, K-Nearest
Neighbors (KNN) and Support Vector Machine
(SVM). In 2014, only 2 algorithms were used,
Frequent Pattern Growth and K-Means. In 2016, a
greater amount of work was applied, totalling 11
algorithms. In 2018, only 5 algorithms were used.
One observed factor was the use of supervised
learning algorithms in most of the studies, where the
data sets are already labelled for training containing a
predicted or desired response.
5 TRENDS
Machine learning played an important and significant
role in education because it allows exploring various
possibilities through which the system can perform a
cognitive analysis using a base with a set of input
data. Especially in an inverted classroom model, in
which the student-centered approach is adopted;
machine learning can be a revolutionary approach to
meeting student requirements based on their existing
skills (Naidu et al., 2018).
The systematic mapping process presented in this
article showed that there are few educational games
that are implemented with machine learning and
gamification. The use of machine learning allows
applying algorithms in a systematic way with the
ability to learn and adapt to changes in a system, using
criteria from examples of data or past experiences.
This learning ability not only predicts a certain
condition, but tries to find solutions to unpredictable
situations, as certain tasks or events that arise during
the execution of a system can be too complex to be
solved using classical programming (Alpaydin,
2014). The works analyzed in the systematic mapping
use machine learning after the execution of the game
and not at the execution level.
According to Samuel (1959) a scientist who
created the first learning program for checkers,
describes that machine learning transfers the ability to
the computer to learn without being programmed or
stated explicitly. In his experiment, every move made
by a person was analyzed and the machine learned
from mistakes and successes. Thus, each match
played by the computer gave the opportunity for
improvement, and in the next moves or matches,
enabled it to make tactical predictions of the game.
Therefore, any additional event and not foreseen in
the execution of a given move, made the system
interpret it as a probable error, store the information,
and then learn to avoid a possible repetition.
One of the characteristics of machine learning is
to generalize each event experienced, transform it
into a form of training and in subsequent executions
generate a hypothesis or predict by reaching a more
approximate estimate of a new process in question. It
also allows performance to be increased in instances
of non-visible data, providing greater accuracy for
future data. However, machine learning does not have
a well-defined or structured functionality to be
optimized. As error events arise, they serve as a filter
CSEDU 2021 - 13th International Conference on Computer Supported Education
358
for adjusting learning errors (Awad and Khanna,
2015).
The learning process is a major resource in
generalizing problems, as it is triggered according to
historical experiences. Historical experiences or logs
(activity records) are used to form the collections of
data which are later consulted to form a machine
learning domain model. Resources present in the K-
Nearest Neighbors (KNN) algorithm serve as a
support for classification indicators and discover
patterns, Naive Bayes is used for categorization based
on the frequency of information, Expectation
Maximization (EM) to characterize data not yet
observed and more appropriately point out what each
student does during their studies in order to optimize
learning (Barata et al., 2016).
Machine learning algorithms allow planning in
the development of educational games by verifying
the motivations, such as the Support Vector Machine
(SVM), which for each data entry seeks to analyse
and define patterns. With this assessment, developers
can design features to retain more attention from
players by encouraging them to overcome challenges
(Bharathi et al., 2016). Xu et al. (2016) claim that the
Random Forest algorithm points out which aspects
can be incorporated into interactive platforms with
different combinations between machine learning
models allowing it to increase the overall result.
Gamification can be used in the development of
educational games as a way of engaging students to
overcome proposed challenges such as missions and
more complex levels by intensifying interaction with
games. And from this, with the events of the
registered plays and matches it becomes possible to
form a data base for later application of machine
learning algorithms. With a data base having well-
defined attributes, the main contribution of the
application of machine learning algorithms is to favor
the obtainment of reaction and play patterns, player
and student profiles, behaviour and performance, and
student satisfaction. The gamification application
requires that ideal elements for the domain be
identified. According to Denden et al. (2018) the
elements are: points, levels, progress bar, feedback,
avatar, badges, leader identification (leader board)
and chat. Gamification theory has increased in the
area of education for the teaching of various
disciplines Lee and Doh (2012) and Domínguez et al.
(2013).
We observed that the games are applied at various
educational levels, however it is noted that their
predominance is at the higher level. In addition, it is
clear that the application of games aimed at the
education of intellectual disabilities is non-existent,
as in this systematic mapping on the application of
machine learning algorithm in educational games,
only one work related to deaf-mute people was found.
The application of this resource is still quite limited
to the area of computer science and scarce in other
areas such as health, sales, commerce, engineering,
administration, environmental, business and
industrial. According to Hidalgo et al. (2020)
concerns about unequal access to new technologies
have given rise to several socioeconomic questions,
especially gender, age, level, education, income and
habitat.
6 CONCLUSION
This paper presented a systematic mapping in order
to identify how educational games use machine
learning algorithms. The application of learning
algorithms is performed to extract information after
the consolidation of a database, that is, after the game
is over, the data are analyzed by the algorithm.
An identified matter was the use of supervised
learning algorithms in most of the studied, with a
considerable concentration in 2016. Another finding
was the use of gamification and gamification
elements such as those illustrated in the studies by
Barata et al. (2016) and Siu et al. (2018) like
educational games of their own authorship that use
dynamic elements such as narrative, progression and
restrictions, mechanical elements such as feedback
and challenges, gamification components such as
missions, points, classification (ranking) and
achievements. The other works used existing games
on the market that apply elements such as
progression, restrictions, challenges, points and
rewards (Cowley et al., 2014), (Bharathi et al., 2016)
and (Llorens-Largo et al., 2016). As for future works,
educational games with machine learning and
gamification can be developed allowing students to
improve their knowledge on a subject and the
machine algorithm can provide solutions for
unpredicted situations.
ACKNOWLEDGMENTS
This work is funded by the European Regional
Development Fund (ERDF) through the Regional
Operational Program North 2020, within the scope of
Project GreenHealth - Digital strategies in biological
assets to improve well-being and promote green
health, Norte-01-0145-FEDER-000042.
A Systematic Mapping on Machine Learning Algorithms and Gamification Applied to Education
359
REFERENCES
Alanne, K., 2016. An overview of game-based learning in
building services engineering education. European
Journal of Engineering Education, 41(2):204–219.
Alhammad, M. M. and Moreno, A. M., 2018. Gamification
in software engineering education: A systematic
mapping. Journal of Systems and Software,141:131–
150.
Alpaydin, E. Introduction to Machine Learning. 2014. 3. ed.
Cambridge, MA: MIT Press, 2014.
Awad, M., Khanna, R., 2015. Machine learning. In:
Efficient Learning Machines: Theories, Concepts, and
Applications for Engineers and System Designers.
Berkeley, 2015. 1–18.
Barata, G., Gama, S., Jorge, J., and Goncalves, D., 2016.
Early Prediction of Student Profiles Based on
Performance and Gaming Preferences. IEEE Trans. on
Learning Tech., 9(3): 272–284.
Bharathi, A., Singh, A., Tucker, C., and Nembhard, H.,
2016. Knowledge discovery of game design features by
mining user-generated feedback. Computers in Human
Behavior, 60:361–371.
Bodnar, C. A., Anastasio, D., Enszer, J. A., and Burkey,
D. D., 2016. Engineers at Play: Games as Teaching
Tools for Undergraduate Engineering Students.
Engineering Education, 105(1):147–200.
Borges, R. P., Oliveira, P. R., Lima, R. G., and De Lima, R.
W., 2018. A systematic review of literature on
methodologies, practices, and tools for programming
teaching. IEEE Latin America Transactions, 16:1468–
1475.
Bozkurt, A., Durak, G., 2018. A systematic review of
gamification research: In pursuit of homo ludens,
International Journal Game-Based Learning (8) 15–33.
Brito, A. and Madeira, C., 2017. Metodologias gamificadas
para a educação: uma revisão sistemática. Anais do
XXVIII SBIE, 1:133.
Calderón, A., Trinidad, M., Ruiz, M., and O’Connor, R. V.,
2018. Teaching software processes and standards: a
review of serious games approaches. Communications
in Computer and Information Science, 918:154–166.
Cordero-Brito, S. and Mena, J., 2018. Gamification in the
social environment: A tool for motivation and
engagement. In ACM International Conference
Proceeding Series, 640–643.
Cowley, B., Kosunen, I., Lankoski, P., Kivikangas, J. M.,
Jarvela, S., Ekman, I., Kemppainen, J., and Ravaja, N.,
2014. Experience Assessment and Design in the
Analysis of Gameplay. Simulation and Gaming,
45(1):41–69.
De Avila dos Santos, J. and Luis Castro de Freitas, A., 2017.
Gamificação Aplicada a Educação: Um Mapeamento
Sistemático da Literatura. Renote, 15(1.
De Avila dos Santos, J. and Luis Castro de Freitas, A., 2017.
Gamificação Aplicada a Educação: Um Mapeamento
Sistemático da Literatura. Renote, 15.
De Sousa Borges, S., Durelli, V. H., Reis, H. M., and
Isotani, S., 2014. A systematic mapping on
gamification applied to education. In Proceedings of the
ACM Symposium on Applied Computing, SAC ’14,
pages 216–222, New York, NY, USA.
Denden, M., Tlili, A., Essalmi, F., Jemni, M., 2017.
Educational gamification based on personality, 2017
IEEE/ACS 14th International Conference on Computer
Systems and Applications (AICCSA) 1399–1405.
Dicheva, D., Dichev, C., Agre, G., and Angelova, G., 2015.
Gamification in education: A systematic mapping
study. Educational Technology and Society, 18(3):75–
88.
Gentry, S. V., Gauthier, A., Ehrstrom, B. L., Wortley, D.,
Lilienthal, A., Car, L. T., Dauwels-Okutsu, S.,
Nikolaou, C. K., Zary, N., Campbell, J., and Car, J.,
2019. Serious gaming and gamification education in
health professions: systematic review. Journal of
Medical Internet Research, 21.
Hidalgo, et al., A., 2020. The digital divide in light of
sustainable development: An approach through
advanced machine learning techniques. Technological
Forecasting and Social Change. 150 (1).
Inocencio, F. C., 2018. Using gamification in education: A
systematic literature review. In:International
Conference on Information Systems 2018, ICIS 2018.
Kamunya, S., Maina, E., and Oboko, R., 2019. A
Gamification Model for E-Learning Platforms. In 2019
IST-Africa Week Conference, IST-Africa, 1–9.
Kapp, K. M., 2012. Theories Behind Gamification of
Learning and Instruction. The Gamification of Learning
and Instruction: Game-Based Methods and Strategies
for Training and Education, 51–74.
Kitchenham, B. and Charters, S., 2007. Guidelines for
performing systematic literature reviews in software
engineering. School of Computer Science and
Mathematics, 1–65.
Lara, J. A., Aljawarneh, S., and Pamplona, S., 2019.
Special issue on the current trends in e-learning
assessment. Journal of Computing in Higher Education.
Lee, J. and Hammer, J., 2011. Gamification in education:
What, how, why bother? Academic Exchange
Quarterly, 15(2):146.
Llorens-Largo, F., Villagrá-Arnedo, C. J., Gallego-Durán,
F. J., Satorre-Cuerda, R.,Compañ-Rosique, P., and
Molina-Carmona, R., 2016. LudifyME: An Adaptive
Learning Model Based on Gamification. In Caballé, S.
and Clarisó Learning Data Analytics and Gamification,
R. B. T. F. A., editors, Formative Assessment, Learning
Data Analytics and Gamification: In ICT Education,
pages 245–269.
Lopes, R. P., Mesquita, C., Rio-Rama, M. de la C. del, &
Alvarez-Garcia, J. (2018). Collaborative Learning
Experiences for the Development of Higher-Order
Thinking. ESPACIOS, 39(17).
Mora, A., Riera, D., González, C., and Arnedo-Moreno, J.,
2017. Gamification: a systematic review of design
frameworks. Journal of Computing in Higher
Education, 29(3):516–548.
Morelock, J. R., 2013. Systematic literature review: An
exploration of gamification in the context of
engineering education. In IIE Annual Conference and
Expo 2013, 453–462.
CSEDU 2021 - 13th International Conference on Computer Supported Education
360
Naidu, V. R., Singh, B., Farei, K. A., Suqri, N. A., Al-
Masri, A. N., Al-Assaf, Y. Machine Learning for
Flipped Teaching in Higher Education: A Reflection.
In: Conference Sustainable Devel. and Social
Responsibility. v. 2. Switzerland: ASTI, 2018. p. 129-
132.
Ortiz-Rojas, M., Chiluiza, K., and Valcke, M., 2017.
Gamification and learning performance: A systematic
review of the literature. In Proceedings of the 11th
European Conference on Games Based Learning,
ECGBL 2017, 515–522.
Osatuyi, B., Osatuyi, T., De La Rosa, R., 2018. Systematic
review of gamification research in is education: A
multi-method approach, Commun. Assoc. Inf. Syst.
(42) 95–124.
Peixoto, M. M. and Silva, C., 2015. Requirements for
gamified educational software: A systematic literature
review [requisitos para softwares educacionais
gamificados: Uma revisão sistem ́atica de literatura]. In
CIBSE 2015 - XVIII Ibero-American Conference on
Software Engineering, 618–631.
Rodrigues L. F., Oliveira A., Rodrigues H., 2019. Main
gamification concepts: A systematic mapping study.
Heliyon, v. 5, n. 7, p. e01993.
Samuel, A. L., 1959. Some studies in machine learning
using the game of checkers. IBM Journal of Research
and Development, v. 44, p. 210–229.
Seaborn, K. and Fels, D. I., 2015. Gamification in theory
and action: A survey. International Journal of Human
Computer Studies, 74:14–31.
Siu, W. L., Lim, T. S., Chen, Y. R., Chen, Y. L., Jou, Y. A.,
and Chen, Y. C., 2018. Using an english language
education app to understand the english level of
students. In 2018 27th Wireless and Optical
Communication Conference, WOCC 2018, pages 1–3.
Souza, M. R. A., Veado, L., Moreira, R. T., Figueiredo, E.,
and Costa, H., 2018. A systematic mapping study on
game-related methods for software engineering
education. Information and Software Technology,
95:201–218.
Stevenson, M. P., Hartmeyer, R., and Bentsen, P., 2017.
Systematically reviewing the potential of concept
mapping technologies to promote self-regulated
learning in primary and secondary science education.
Educational Research Review, 21:1–16.
Subhash, S. and Cudney, E. A., 2018. Gamified learning in
higher education: A systematic review of the literature.
Computers in Human Behavior, 87:192–206.
Tenório, M. M., Reinaldo, F. A. F., Góis, L. A., Lopes, R.
P., and dos Santos Junior, G., 2018. Elements of
gamification in virtual learning environments: A
systematic review. Advances in Intelligent Systems and
Computing, 716:86–96.
Trinidad, M., Calderón, A., and Ruiz, M., 2018. A
systematic literature review on the gamification
monitoring phase: How spi standards can contribute to
gamification maturity. Communications in Computer
and Information Science, 918, 31–44.
Truong, H. M., 2016. Integrating learning styles and
adaptive e-learning system: Current developments,
problems and opportunities. Computers in Human
Behavior, 55:1185–1193.
A Systematic Mapping on Machine Learning Algorithms and Gamification Applied to Education
361