Evaluation in serious games is an important aspect; it aims to evaluate the good transmission of pedagogical objectives, the performance of student in relation to these objectives defined in the pedagogical scenario, the content of the course and the predefined criteria. However, the effectiveness of learning is under-studied due to the complexity involved to gamify the assessment concept, particularly when it comes to intangible measures related to the progression of learning outcomes, which is among the most important aspects of evaluation in serious games. This paper reviews the literature regarding assessment due to their importance in the learning process with a detailed assessment plan applied on serious game. Then, it presents a framework used to facilitate the assessment design integrated in serious games. Finally, a significant example of how the proposed framework proved successful with corresponding results will conclude the paper.
International Journal of Engineering Research and DevelopmentIJERD Editor
Electrical, Electronics and Computer Engineering,
Information Engineering and Technology,
Mechanical, Industrial and Manufacturing Engineering,
Automation and Mechatronics Engineering,
Material and Chemical Engineering,
Civil and Architecture Engineering,
Biotechnology and Bio Engineering,
Environmental Engineering,
Petroleum and Mining Engineering,
Marine and Agriculture engineering,
Aerospace Engineering.
Student's Patterns of Interaction with a Mathematics Intelligent Tutor: Learn...IJITE
Purpose: The purpose of this paper is to determine potential identifiers of students’ academic success in foundation mathematics course by analyzing the data logs of an intelligent tutor.
Design/ methodology/approach: A cross-sectional study design was used. A sample of 58 records was extracted from the data-logs of the intelligent tutor, ALEKS. This data was triangulated with the data collected from surveys. Two-step clustering, correlation and regression analysis, Chi-square analysis and paired sample t-tests were applied to address the research questions.
Findings: The data-logs of ALEKS include information about number of topics practiced and number of topics mastered by each student. Prior knowledge and derived attribute, which is the ratio of number of topics mastered to number of topics practiced(denoted by the variable m top in this paper) are found to be predictors of final marks in the foundation mathematics course with = 42%.
Students were asked to report their preferred way of selecting topics as either sequential or random. Results of paired sample t-test demonstrated that the students who selected topics in a sequential manner were able to retain their mastery of learning after the summative assessment whereas the students who chose topics randomly were not able to retain their mastery of learning.
Originality and value: This research has established three indicators of academic success in the course of foundation mathematics which is delivered using the intelligent tutor ALEKS. Instructors can monitor students’ progress and detect students at-risk who are not able to attain desired pace of learning and guide them to choose the correct sequence of topics.
The Architecture of System for Predicting Student Performance based on the Da...Thada Jantakoon
The goals of this study are to develop the architecture of a system for predicting student performance based on data science approaches (SPPS-DSA Architecture) and evaluate the SPPS-DSA Architecture. The research process is divided into two stages: (1) context analysis and (2) development and assessment. The data is analyzed by means of standardized deviations statistically. The research findings suggested that the SPPS-DSA architecture, according to the research findings, consists of three key components: (i) data source, (ii) machine learning methods and attributes, and (iii) data science process. The SPPS-DSA architecture is rated as the highest appropriate overall. Predicting student performance helps educators and students improve their teaching and learning processes. Predicting student performance using various analytical methods is reviewed here. Most researchers used CGPA and internal assessment as data sets. In terms of prediction methods, classification is widely used in educational data science. Researchers most commonly used neural networks and decision trees to predict student performance under classification techniques.
A Survey on Research work in Educational Data Miningiosrjce
IOSR Journal of Computer Engineering (IOSR-JCE) is a double blind peer reviewed International Journal that provides rapid publication (within a month) of articles in all areas of computer engineering and its applications. The journal welcomes publications of high quality papers on theoretical developments and practical applications in computer technology. Original research papers, state-of-the-art reviews, and high quality technical notes are invited for publications.
International Journal of Engineering Research and Applications (IJERA) is an open access online peer reviewed international journal that publishes research and review articles in the fields of Computer Science, Neural Networks, Electrical Engineering, Software Engineering, Information Technology, Mechanical Engineering, Chemical Engineering, Plastic Engineering, Food Technology, Textile Engineering, Nano Technology & science, Power Electronics, Electronics & Communication Engineering, Computational mathematics, Image processing, Civil Engineering, Structural Engineering, Environmental Engineering, VLSI Testing & Low Power VLSI Design etc.
International Journal of Engineering Research and DevelopmentIJERD Editor
Electrical, Electronics and Computer Engineering,
Information Engineering and Technology,
Mechanical, Industrial and Manufacturing Engineering,
Automation and Mechatronics Engineering,
Material and Chemical Engineering,
Civil and Architecture Engineering,
Biotechnology and Bio Engineering,
Environmental Engineering,
Petroleum and Mining Engineering,
Marine and Agriculture engineering,
Aerospace Engineering.
Student's Patterns of Interaction with a Mathematics Intelligent Tutor: Learn...IJITE
Purpose: The purpose of this paper is to determine potential identifiers of students’ academic success in foundation mathematics course by analyzing the data logs of an intelligent tutor.
Design/ methodology/approach: A cross-sectional study design was used. A sample of 58 records was extracted from the data-logs of the intelligent tutor, ALEKS. This data was triangulated with the data collected from surveys. Two-step clustering, correlation and regression analysis, Chi-square analysis and paired sample t-tests were applied to address the research questions.
Findings: The data-logs of ALEKS include information about number of topics practiced and number of topics mastered by each student. Prior knowledge and derived attribute, which is the ratio of number of topics mastered to number of topics practiced(denoted by the variable m top in this paper) are found to be predictors of final marks in the foundation mathematics course with = 42%.
Students were asked to report their preferred way of selecting topics as either sequential or random. Results of paired sample t-test demonstrated that the students who selected topics in a sequential manner were able to retain their mastery of learning after the summative assessment whereas the students who chose topics randomly were not able to retain their mastery of learning.
Originality and value: This research has established three indicators of academic success in the course of foundation mathematics which is delivered using the intelligent tutor ALEKS. Instructors can monitor students’ progress and detect students at-risk who are not able to attain desired pace of learning and guide them to choose the correct sequence of topics.
The Architecture of System for Predicting Student Performance based on the Da...Thada Jantakoon
The goals of this study are to develop the architecture of a system for predicting student performance based on data science approaches (SPPS-DSA Architecture) and evaluate the SPPS-DSA Architecture. The research process is divided into two stages: (1) context analysis and (2) development and assessment. The data is analyzed by means of standardized deviations statistically. The research findings suggested that the SPPS-DSA architecture, according to the research findings, consists of three key components: (i) data source, (ii) machine learning methods and attributes, and (iii) data science process. The SPPS-DSA architecture is rated as the highest appropriate overall. Predicting student performance helps educators and students improve their teaching and learning processes. Predicting student performance using various analytical methods is reviewed here. Most researchers used CGPA and internal assessment as data sets. In terms of prediction methods, classification is widely used in educational data science. Researchers most commonly used neural networks and decision trees to predict student performance under classification techniques.
A Survey on Research work in Educational Data Miningiosrjce
IOSR Journal of Computer Engineering (IOSR-JCE) is a double blind peer reviewed International Journal that provides rapid publication (within a month) of articles in all areas of computer engineering and its applications. The journal welcomes publications of high quality papers on theoretical developments and practical applications in computer technology. Original research papers, state-of-the-art reviews, and high quality technical notes are invited for publications.
International Journal of Engineering Research and Applications (IJERA) is an open access online peer reviewed international journal that publishes research and review articles in the fields of Computer Science, Neural Networks, Electrical Engineering, Software Engineering, Information Technology, Mechanical Engineering, Chemical Engineering, Plastic Engineering, Food Technology, Textile Engineering, Nano Technology & science, Power Electronics, Electronics & Communication Engineering, Computational mathematics, Image processing, Civil Engineering, Structural Engineering, Environmental Engineering, VLSI Testing & Low Power VLSI Design etc.
In this article, we propose a new model for the learning games design, which aims to enrich and solve the problems of existing models. From the work carried out around the models of educational games, we carefully identify a series of steps to follow, taking into account the simplicity, ease of adaptation and the integration of several factors interest such as the integration of a set sub-models treated pedagogically define the pedagogical side in the game, also the distribution of the intervening necessary for each of the stages to ensure better collaboration between them, for the purpose to helping the creators to trace their path from the start of the creation, in order to achieve the best example of games with an adequate oscillation pedagogical-fun, that will meet the requirements of existing classical teaching methods.
A Development of Students’ Worksheet Based on Contextual Teaching and LearningIOSRJM
This research is aimed at developing the students’ worksheet to determine the quality of validity and practicality aspects based on expert’s assessment of materials, expert’s design, media specialists, an individual assessment of students’ testing, a small group assessment of students trial, and a field trials assessment of students.This study is adapted from the development of ADDIE model which consists of 5 stages: 1) Analysis, 2) design, 3) Development, 4) Implementation, and 5) evaluation. The results showed that the quality of students' worksheet of mathematics on materials of factorization in algebra-based on Contextual Teaching and Learning basically on the assessment of: 1) the experts’ of subject materials is obtained a total average of 3.81 is included in the category of "Good" or scored 76.2 % which is included in the category of "Very Decent", 2) the experts’ design is obtained a total average of 3.62 which is included in the category of "Good" or scored 72.4% which is included in the category "Decent", 3) the experts’ of media is obtained scored 4:43 which is included in the category of "Good" or scored 88.6% which is in the category of "Very Decent".Whereas, the assessment by the students is done in three stages: 1) an individual assessment of students’ testing is obtained average total of 4.75 which is included in the category of "Very Good" or 95% which is included in the category of "Very Decent", 2) a small group assessment of students trial is obtained total average of 4:58 which is included in the category of "Very Good" or scored 91.6% thus it is included in the category of "Very Decent", 3) a field trials assessment of students is obtained a total average of 4:43 which is included in the category of "Very Good" or scored 88.6% thus it is included in the category of "Very Decent". Thus mathematics on materials of factorization in algebra-based on Contextual Teaching and Learning (CTL) is declared valid and practical so it can be used as the learning equipment of mathematics at the factorization material algebra.
Complex skill mastery requires not only acquiring individual basic component skills, but also practicing integrating such basic skills. However, traditional approaches to knowledge modeling, such as Bayesian Knowledge Tracing, only trace knowledge of each decomposed basic component skill. This risks early assertion of mastery or ineffective remediation failing to address skill integration. We propose a diagnostic Bayesian network based on a hierarchical integration graph for learner knowledge modeling. We assess the value of such a model from four aspects: performance prediction, parameter plausibility, expected instructional effectiveness, and real-world recommendation helpfulness. Our experiments with a Java programming dataset and a user study based on a Java programming tutor show that proposed model significantly improves two popular multiple skill knowledge tracing models on all these four aspects. Our work serves as a first step towards building skill application context sensitive learner model for modeling and promoting students’ robust learning.
Predicting the Presence of Learning Motivation in Electronic Learning: A New ...TELKOMNIKA JOURNAL
Research affirms that electronic learning (e-learning) has a great deal of advantages to learning process, it’s provides learners with flexibility in terms of time, place, and pace. That easiness was not be a guarantee of a good learning outcomes though they got the same learning material and course, because the fact is the outcomes was not the same from one to another and even not satisfy enough. One of prerequisite to the successful of e-learning process is the presence of learning motivation and it was not easy to identify. We propose a novel model to predicting the presence of learning motivation in e-learning using those attributes that have been identified in previous research. This model has been built using WEKA toolkit by comparing fourteen algorithms for Tree Classifier and ten-fold cross validation testing methods to process 3.200 of data sets. The best accuracy reached at 91.1% and identified four parameters to predict the presence of learning motivation in e-learning, and aim to assist teachers in identify whether student needs motivation or does not. This study also confirmed that Tree Classifier still has the best accuracy to predict and classify academic performance, it was reached average 90.48% for fourteen algorithm for accuracy value.
Assessment and Evaluation System in Engineering Education of UG Programmes at...ijtsrd
Assessment is one of the most critical dimensions in engineering education process it focuses not only on identifying how many of the predefined education goals and objectives outcomes have been achieved but also works as a feedback component for educators to upgrade their teaching practices. The assessment can be seen as a link that it forms with other education processes. Lamprianou et al. 2009 point out that assessment is associated with the educational objectives of "evaluation, diagnosis, guidance, selection, placement, administration, prediction or grading. Assessment is one main factors that contribute to a high quality teaching and learning environment and student's performance as whole. It also makes clearer what teachers expect from students Biggs et al., 1999 . The perceived difficulty in this process is how assessment system, approaches and schemes can be standardized and adapted across the premier institutes NITs of in the country. Credit system has been used widely by many HEIs in India for over 20 years but no nationally agreed and rationalized framework of credit and Credit Transfer and Accumulation System is developed. The purpose of the literature review is to outline research studies in the assessment and evaluation systems being practicedand to highlight the studies that can be used in the research project undertaken. Specifically, the literature review attempts to address the following research questions What researches are undertaken nationally and internationally into the assessment system in higher education, especially engineering education What are the key findings from these researches What are the limits delimitations of these researches Are there research findings could be applied to engineering education at UG in NITs in India Are there any prime concern for future research in this area From this literature review, it is apparent that a very few number of studies have been conducted in higher education institutions but no research was found in the context of Engineering Education specific to UG programmes and NITs. However, many innovations are on the way to improvise the assessment and evaluation mechanisms in the engineering education especially in the context of Outcome Based Education OBE . J. P. Tegar | Shreya Gupta "Assessment and Evaluation System in Engineering Education of UG Programmes at Premier Institutes (NITs) in India - A Review of Literature" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-4 | Issue-4 , June 2020, URL: https://www.ijtsrd.com/papers/ijtsrd30921.pdf Paper Url :https://www.ijtsrd.com/humanities-and-the-arts/education/30921/assessment-and-evaluation-system-in-engineering-education-of-ug-programmes-at-premier-institutes-nits-in-india--a-review-of-literature/j-p-tegar
EFFICIENCY OF DECISION TREES IN PREDICTING STUDENT’S ACADEMIC PERFORMANCE cscpconf
Educational data mining is used to study the data available in the educational field and bring
out the hidden knowledge from it. Classification methods like decision trees, rule mining,
Bayesian network etc can be applied on the educational data for predicting the students
behavior, performance in examination etc. This prediction will help the tutors to identify the
weak students and help them to score better marks. The C4.5 decision tree algorithm is applied
on student’s internal assessment data to predict their performance in the final exam. The
outcome of the decision tree predicted the number of students who are likely to fail or pass. The
result is given to the tutor and steps were taken to improve the performance of the students who
were predicted to fail. After the declaration of the results in the final examination the marks
obtained by the students are fed into the system and the results were analyzed. The comparative
analysis of the results states that the prediction has helped the weaker students to improve and
brought out betterment in the result. To analyse the accuracy of the algorithm, it is compared
with ID3 algorithm and found to be more efficient in terms of the accurately predicting the
outcome of the student and time taken to derive the tree.
A learning program not only aims to make students understand and master what and how things happen, but also provide an understanding of why it happened. Thus, a lesson that emphasizes problem-solving becomes very important to teach. One form of learning that emphasizes the problem solving is to apply systematic approach to problem solving. This is a guide to perform an action that serves to assist a person in solving a problem. Problem solving steps based on systematic approach to problem solving consists of four stages, namely problem analysis, problem solving process planning, calculation operations, and checking answers and interpretation of results. This study is a classroom action research that aims to see the inceasing of student learning outcomes after applied systematic approach to problem solving. The subject of this research is 25 students of class VIIIA MTs Salafiyah Syafi'iyah Tebuireng Jombang. Instruments in this study is a matter of student learning outcomes on the material wake up space. This research was conducted in two cycles because in the second cycle has reached the indicator of success that students achieve the minimal clarity of at least 75%. The results showed that student learning outcomes in the first cycle reached 36% classical completeness, and in the second cycle of classical completeness of 84%. This shows that the application of systematic approach to problem solving can increase student learning outcomes.
Checklist for a Didactically Sound Design of eLearning ContenteLearning Papers
Authors: Cornelia Schoor and Hermann Körndle-
The design of elearning content requires several areas of educational psychology to be integrated. In order to enhance the design process, checklists can be used as a means of formative evaluation. We present a checklist for the design and formative...
Content validity study: a gamification model to drive behavior change in defe...IJECEIAES
Gamification refers to transforming the environment to become more game-like to produce a positive experience. In this study, the researchers developed a gamification model, namely the GAMEBC model, to drive behavior change through a health awareness campaign in defeating the coronavirus disease 2019 (COVID-19) pandemic. The GAMEBC model was developed based on the self-determination theory (SDT) and gamification design literature. The GAMEBC model in this study involves four elements: competence, relatedness, autonomy, and engagement. Each element includes criteria that drive behavior change in health awareness campaigns. However, studies that validated the gamification model elements are limited, specifically to drive behavior change. Therefore, the content validity of the GAMEBC model instrument was carried out, and the analysis was based on thirteen expert reviews. The mean value and inter-rater agreement approach were implemented to examine the content validity ratio (CVR), item content validity index (I-CVI), and scale content validity index (S-CVI). The expert evaluation approach was implemented to review the GAMEBC model in terms of relevance and clarity. The data were analyzed using descriptive analysis. As a result of this work, we formulated an instrument that can be used to model and measure behavior change through the gamification approach in health awareness campaigns.
Adoption of serious games by teachers: the analysis method of structure, int...IJECEIAES
In this article, we determine how to facilitate the analysis of serious games so that teachers could effectively integrate them in their teaching. The aim is to identify the mechanisms that would make serious games exploitation useful. We propose a method for the analysis of serious games that is based on the separation of their components along three phases. In addition, we set up a platform based on a data analysis process that is composed of six steps that help to set the basis of a verification procedure that targets the content of a game and thus facilitates the work of teachers through effective implementation of serious games as teaching strategies (TIC). The obtained experimental results show that 82.5% of the study participants expressed that the use of the platform has helped them to change their perspective on the need to use serious games as an educational tool.
In this paper the complicated task of educational software evaluation is revisited and examined from a
different point of view. By the means of Educational Data Mining (EDM) techniques, in the present study
177 of the most common evaluation standards that have been proposed by various researchers are
examined and evaluated with regards to the degree they affect the effectiveness of educational software.
More specifically, via the employment of prediction, feature selection and relationship mining techniques
we investigate for the underlying rationale hidden within the data collected from experiments conducted at
the Department of Education of the University of Patras with regards to the software evaluation task and
the results of this study are presented and discussed in a quantitative and qualitative way.
Gamification can make learning more fun and engaging for students. Software engineering can utilize gamification to help students learn and improve their skills from the complexity of software engineering. This study used quantitative research to examines perceived ease of use, student satisfaction, and perceived usefulness to measure gamification quality, which can have an impact on software engineering intention, namely intention, loyalty, and participation in following and understanding software engineering materials. The data was collected based on an online questionnaire survey, 90 data were collected and then measured and analyzed using SmartPLS 3. The results showed that perceived ease of use, student satisfaction, and perceived usefulness have a significant influence on gamification quality, which also leads to a positive impact on software engineering intention. This research guides teachers and educational institutions that gamification is very successful as a learning medium to simplify complex information to be more interactive.
In this article, we propose a new model for the learning games design, which aims to enrich and solve the problems of existing models. From the work carried out around the models of educational games, we carefully identify a series of steps to follow, taking into account the simplicity, ease of adaptation and the integration of several factors interest such as the integration of a set sub-models treated pedagogically define the pedagogical side in the game, also the distribution of the intervening necessary for each of the stages to ensure better collaboration between them, for the purpose to helping the creators to trace their path from the start of the creation, in order to achieve the best example of games with an adequate oscillation pedagogical-fun, that will meet the requirements of existing classical teaching methods.
A Development of Students’ Worksheet Based on Contextual Teaching and LearningIOSRJM
This research is aimed at developing the students’ worksheet to determine the quality of validity and practicality aspects based on expert’s assessment of materials, expert’s design, media specialists, an individual assessment of students’ testing, a small group assessment of students trial, and a field trials assessment of students.This study is adapted from the development of ADDIE model which consists of 5 stages: 1) Analysis, 2) design, 3) Development, 4) Implementation, and 5) evaluation. The results showed that the quality of students' worksheet of mathematics on materials of factorization in algebra-based on Contextual Teaching and Learning basically on the assessment of: 1) the experts’ of subject materials is obtained a total average of 3.81 is included in the category of "Good" or scored 76.2 % which is included in the category of "Very Decent", 2) the experts’ design is obtained a total average of 3.62 which is included in the category of "Good" or scored 72.4% which is included in the category "Decent", 3) the experts’ of media is obtained scored 4:43 which is included in the category of "Good" or scored 88.6% which is in the category of "Very Decent".Whereas, the assessment by the students is done in three stages: 1) an individual assessment of students’ testing is obtained average total of 4.75 which is included in the category of "Very Good" or 95% which is included in the category of "Very Decent", 2) a small group assessment of students trial is obtained total average of 4:58 which is included in the category of "Very Good" or scored 91.6% thus it is included in the category of "Very Decent", 3) a field trials assessment of students is obtained a total average of 4:43 which is included in the category of "Very Good" or scored 88.6% thus it is included in the category of "Very Decent". Thus mathematics on materials of factorization in algebra-based on Contextual Teaching and Learning (CTL) is declared valid and practical so it can be used as the learning equipment of mathematics at the factorization material algebra.
Complex skill mastery requires not only acquiring individual basic component skills, but also practicing integrating such basic skills. However, traditional approaches to knowledge modeling, such as Bayesian Knowledge Tracing, only trace knowledge of each decomposed basic component skill. This risks early assertion of mastery or ineffective remediation failing to address skill integration. We propose a diagnostic Bayesian network based on a hierarchical integration graph for learner knowledge modeling. We assess the value of such a model from four aspects: performance prediction, parameter plausibility, expected instructional effectiveness, and real-world recommendation helpfulness. Our experiments with a Java programming dataset and a user study based on a Java programming tutor show that proposed model significantly improves two popular multiple skill knowledge tracing models on all these four aspects. Our work serves as a first step towards building skill application context sensitive learner model for modeling and promoting students’ robust learning.
Predicting the Presence of Learning Motivation in Electronic Learning: A New ...TELKOMNIKA JOURNAL
Research affirms that electronic learning (e-learning) has a great deal of advantages to learning process, it’s provides learners with flexibility in terms of time, place, and pace. That easiness was not be a guarantee of a good learning outcomes though they got the same learning material and course, because the fact is the outcomes was not the same from one to another and even not satisfy enough. One of prerequisite to the successful of e-learning process is the presence of learning motivation and it was not easy to identify. We propose a novel model to predicting the presence of learning motivation in e-learning using those attributes that have been identified in previous research. This model has been built using WEKA toolkit by comparing fourteen algorithms for Tree Classifier and ten-fold cross validation testing methods to process 3.200 of data sets. The best accuracy reached at 91.1% and identified four parameters to predict the presence of learning motivation in e-learning, and aim to assist teachers in identify whether student needs motivation or does not. This study also confirmed that Tree Classifier still has the best accuracy to predict and classify academic performance, it was reached average 90.48% for fourteen algorithm for accuracy value.
Assessment and Evaluation System in Engineering Education of UG Programmes at...ijtsrd
Assessment is one of the most critical dimensions in engineering education process it focuses not only on identifying how many of the predefined education goals and objectives outcomes have been achieved but also works as a feedback component for educators to upgrade their teaching practices. The assessment can be seen as a link that it forms with other education processes. Lamprianou et al. 2009 point out that assessment is associated with the educational objectives of "evaluation, diagnosis, guidance, selection, placement, administration, prediction or grading. Assessment is one main factors that contribute to a high quality teaching and learning environment and student's performance as whole. It also makes clearer what teachers expect from students Biggs et al., 1999 . The perceived difficulty in this process is how assessment system, approaches and schemes can be standardized and adapted across the premier institutes NITs of in the country. Credit system has been used widely by many HEIs in India for over 20 years but no nationally agreed and rationalized framework of credit and Credit Transfer and Accumulation System is developed. The purpose of the literature review is to outline research studies in the assessment and evaluation systems being practicedand to highlight the studies that can be used in the research project undertaken. Specifically, the literature review attempts to address the following research questions What researches are undertaken nationally and internationally into the assessment system in higher education, especially engineering education What are the key findings from these researches What are the limits delimitations of these researches Are there research findings could be applied to engineering education at UG in NITs in India Are there any prime concern for future research in this area From this literature review, it is apparent that a very few number of studies have been conducted in higher education institutions but no research was found in the context of Engineering Education specific to UG programmes and NITs. However, many innovations are on the way to improvise the assessment and evaluation mechanisms in the engineering education especially in the context of Outcome Based Education OBE . J. P. Tegar | Shreya Gupta "Assessment and Evaluation System in Engineering Education of UG Programmes at Premier Institutes (NITs) in India - A Review of Literature" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-4 | Issue-4 , June 2020, URL: https://www.ijtsrd.com/papers/ijtsrd30921.pdf Paper Url :https://www.ijtsrd.com/humanities-and-the-arts/education/30921/assessment-and-evaluation-system-in-engineering-education-of-ug-programmes-at-premier-institutes-nits-in-india--a-review-of-literature/j-p-tegar
EFFICIENCY OF DECISION TREES IN PREDICTING STUDENT’S ACADEMIC PERFORMANCE cscpconf
Educational data mining is used to study the data available in the educational field and bring
out the hidden knowledge from it. Classification methods like decision trees, rule mining,
Bayesian network etc can be applied on the educational data for predicting the students
behavior, performance in examination etc. This prediction will help the tutors to identify the
weak students and help them to score better marks. The C4.5 decision tree algorithm is applied
on student’s internal assessment data to predict their performance in the final exam. The
outcome of the decision tree predicted the number of students who are likely to fail or pass. The
result is given to the tutor and steps were taken to improve the performance of the students who
were predicted to fail. After the declaration of the results in the final examination the marks
obtained by the students are fed into the system and the results were analyzed. The comparative
analysis of the results states that the prediction has helped the weaker students to improve and
brought out betterment in the result. To analyse the accuracy of the algorithm, it is compared
with ID3 algorithm and found to be more efficient in terms of the accurately predicting the
outcome of the student and time taken to derive the tree.
A learning program not only aims to make students understand and master what and how things happen, but also provide an understanding of why it happened. Thus, a lesson that emphasizes problem-solving becomes very important to teach. One form of learning that emphasizes the problem solving is to apply systematic approach to problem solving. This is a guide to perform an action that serves to assist a person in solving a problem. Problem solving steps based on systematic approach to problem solving consists of four stages, namely problem analysis, problem solving process planning, calculation operations, and checking answers and interpretation of results. This study is a classroom action research that aims to see the inceasing of student learning outcomes after applied systematic approach to problem solving. The subject of this research is 25 students of class VIIIA MTs Salafiyah Syafi'iyah Tebuireng Jombang. Instruments in this study is a matter of student learning outcomes on the material wake up space. This research was conducted in two cycles because in the second cycle has reached the indicator of success that students achieve the minimal clarity of at least 75%. The results showed that student learning outcomes in the first cycle reached 36% classical completeness, and in the second cycle of classical completeness of 84%. This shows that the application of systematic approach to problem solving can increase student learning outcomes.
Checklist for a Didactically Sound Design of eLearning ContenteLearning Papers
Authors: Cornelia Schoor and Hermann Körndle-
The design of elearning content requires several areas of educational psychology to be integrated. In order to enhance the design process, checklists can be used as a means of formative evaluation. We present a checklist for the design and formative...
Content validity study: a gamification model to drive behavior change in defe...IJECEIAES
Gamification refers to transforming the environment to become more game-like to produce a positive experience. In this study, the researchers developed a gamification model, namely the GAMEBC model, to drive behavior change through a health awareness campaign in defeating the coronavirus disease 2019 (COVID-19) pandemic. The GAMEBC model was developed based on the self-determination theory (SDT) and gamification design literature. The GAMEBC model in this study involves four elements: competence, relatedness, autonomy, and engagement. Each element includes criteria that drive behavior change in health awareness campaigns. However, studies that validated the gamification model elements are limited, specifically to drive behavior change. Therefore, the content validity of the GAMEBC model instrument was carried out, and the analysis was based on thirteen expert reviews. The mean value and inter-rater agreement approach were implemented to examine the content validity ratio (CVR), item content validity index (I-CVI), and scale content validity index (S-CVI). The expert evaluation approach was implemented to review the GAMEBC model in terms of relevance and clarity. The data were analyzed using descriptive analysis. As a result of this work, we formulated an instrument that can be used to model and measure behavior change through the gamification approach in health awareness campaigns.
Adoption of serious games by teachers: the analysis method of structure, int...IJECEIAES
In this article, we determine how to facilitate the analysis of serious games so that teachers could effectively integrate them in their teaching. The aim is to identify the mechanisms that would make serious games exploitation useful. We propose a method for the analysis of serious games that is based on the separation of their components along three phases. In addition, we set up a platform based on a data analysis process that is composed of six steps that help to set the basis of a verification procedure that targets the content of a game and thus facilitates the work of teachers through effective implementation of serious games as teaching strategies (TIC). The obtained experimental results show that 82.5% of the study participants expressed that the use of the platform has helped them to change their perspective on the need to use serious games as an educational tool.
In this paper the complicated task of educational software evaluation is revisited and examined from a
different point of view. By the means of Educational Data Mining (EDM) techniques, in the present study
177 of the most common evaluation standards that have been proposed by various researchers are
examined and evaluated with regards to the degree they affect the effectiveness of educational software.
More specifically, via the employment of prediction, feature selection and relationship mining techniques
we investigate for the underlying rationale hidden within the data collected from experiments conducted at
the Department of Education of the University of Patras with regards to the software evaluation task and
the results of this study are presented and discussed in a quantitative and qualitative way.
Gamification can make learning more fun and engaging for students. Software engineering can utilize gamification to help students learn and improve their skills from the complexity of software engineering. This study used quantitative research to examines perceived ease of use, student satisfaction, and perceived usefulness to measure gamification quality, which can have an impact on software engineering intention, namely intention, loyalty, and participation in following and understanding software engineering materials. The data was collected based on an online questionnaire survey, 90 data were collected and then measured and analyzed using SmartPLS 3. The results showed that perceived ease of use, student satisfaction, and perceived usefulness have a significant influence on gamification quality, which also leads to a positive impact on software engineering intention. This research guides teachers and educational institutions that gamification is very successful as a learning medium to simplify complex information to be more interactive.
ow-a-days data volumes are growing rapidly in several domains. Many factors have contributed to this growth, including inter alia proliferation of observational devices, miniaturization of various sensors ,improved logging and tracking of systems, and improvements in the quality and capacity of both disk storage and networks .Analyzing such data provides insights that can be used to guide decision making. To be effective, analysis must be timely and cope with data scales. The scale of the data and the rates at which they arrive make manual inspection infeasible. As an educational management tool, predictive analytics can help and improve the quality of education by letting decision makers address critical issues such as enrollment management and curriculum Development. This paper presents an analytical study of this approach’s prospects for education planning. The goals of predictive analytics are to produce relevant information, actionable insight, better outcomes, and smarter decisions, and to predict future events by analyzing the volume, veracity, velocity, variety, value of large amounts of data and interactive exploration.
GAMIFICATION ELEMENTS AND THEIR IMPACTS ON TEACHING AND LEARNING – A REVIEWijma
ABSTRACT
This paper discusses the results of a literature review to identify the elements of gamification in learning that have been applied in previous studies and their impacts on student learning, with only taking into account the related studies within the last three years (2016 to 2018). This is done to determine the most effective and suitable elements of gamification to be applied in our study and at the same time to identify research gaps that need to be fulfilled in future researches. The results of this review show that gamification has positive impact on student learning particularly in their engagement and achievement. Furthermore points, leaderboard and digital badge are the most applied gamification elements in the studies. The findings will be used as a guide for us in designing a gamified collaborative learning activities in the 3-dimensional virtual world that will be carried out later.
Learning analytics to quantize and improve the skills development and attainm...eSAT Journals
Abstract
The intervention of technology in the teaching and learning processes is bringing change. There is requirement of methods and techniques to analyze the generated data in these processes. Traditional way of delivery and assessment is becoming more focused by the application of technology. In this paper, we propose and illustrate an algorithmic methodology that shall allow the stakeholders in education to focus more on skills attainment effectively.
In large size class, there is huge data generated by registration system, administration system, and the learning management system together. We propose the methodology that mainly maps and quantizes the learning outcomes, and that relates to the successful and weaker range of attainments of stakeholders. This algorithmic methodology reads the data viz. course details, outcomes, and assessment scores of a large class and analyzes the skills attainment with respect to the planned each course outcome. The detailed report is generated with the average of attainment of the class strength, highest attainment, and lowest attainment in each of the course outcomes for each student.
Key Words: Learning Analytics, Software tool, System Architecture, Course Outcomes, and Skills Attainment
Assessing school children’ ICT literacy skill remains a problem. Children are different from adults in the way they use technology. For that reason, commonly used evaluation methods such as questionnaires and observations are not able to potray the competency level acquired by these children. This paper explores the possibility of using suitable tracing tool for capturing computing activities of school children. In this pilot study, nine school children who are e-book users have been selected. The log file produced by the tracing tool was then used to identify the patterns of ICT competency level among these e-book users. The results show the benefit of using the RateSkill as a computerized and automated ICT literacy skill assessment tool.
Gamification for Elementary Mathematics Learning in Indonesia IJECEIAES
The purpose of this research is to combine multimedia elements and mathematics learning material to a mathematic learning interactive application. Research and design methodology that used is Game Development Life Cycle (GDLC) which consist of initiation, pre-production, production, testing and release. Content inside the game is made using gamification and expert system concept. The result of this research is an interactive learning game to support student to understand mathematic materials. The purpose of this application is to help student to learn mathematic in an interactive and interesting way, to deliver mathematic material easily.
The impact of gamification technology on students performance motivation Sherin El-Rashied
To study The Impact of Gamification Technology on Students’ performance and motivation in schools. This topic is considered a new trend, as many people are unaware of the word “gamification” and the relation it has to do with learning.
Enhancing ICT Education through Formative Assessment, Learning Analytics and Gamification
Robert Clarisó, Santi Caballé, Daniel Riera, Jordi Conesa, Isabel Guitart, Àngels Rius, Elena Planas, David Bañeres, Enric Mor, Teresa Sancho, Ana Guerrero, Elena Rodríguez, Múriel Garcia, Francesc Santanach, Jordi Casamajó, Ramon Masià
1st International Workshop on Technology-Enhanced Assessment, Analytics and Feedback (TEAAF2014)
Similar to Assessment-driven Learning through Serious Games: Guidance and Effective Outcomes (20)
Bibliometric analysis highlighting the role of women in addressing climate ch...IJECEIAES
Fossil fuel consumption increased quickly, contributing to climate change
that is evident in unusual flooding and draughts, and global warming. Over
the past ten years, women's involvement in society has grown dramatically,
and they succeeded in playing a noticeable role in reducing climate change.
A bibliometric analysis of data from the last ten years has been carried out to
examine the role of women in addressing the climate change. The analysis's
findings discussed the relevant to the sustainable development goals (SDGs),
particularly SDG 7 and SDG 13. The results considered contributions made
by women in the various sectors while taking geographic dispersion into
account. The bibliometric analysis delves into topics including women's
leadership in environmental groups, their involvement in policymaking, their
contributions to sustainable development projects, and the influence of
gender diversity on attempts to mitigate climate change. This study's results
highlight how women have influenced policies and actions related to climate
change, point out areas of research deficiency and recommendations on how
to increase role of the women in addressing the climate change and
achieving sustainability. To achieve more successful results, this initiative
aims to highlight the significance of gender equality and encourage
inclusivity in climate change decision-making processes.
Voltage and frequency control of microgrid in presence of micro-turbine inter...IJECEIAES
The active and reactive load changes have a significant impact on voltage
and frequency. In this paper, in order to stabilize the microgrid (MG) against
load variations in islanding mode, the active and reactive power of all
distributed generators (DGs), including energy storage (battery), diesel
generator, and micro-turbine, are controlled. The micro-turbine generator is
connected to MG through a three-phase to three-phase matrix converter, and
the droop control method is applied for controlling the voltage and
frequency of MG. In addition, a method is introduced for voltage and
frequency control of micro-turbines in the transition state from gridconnected mode to islanding mode. A novel switching strategy of the matrix
converter is used for converting the high-frequency output voltage of the
micro-turbine to the grid-side frequency of the utility system. Moreover,
using the switching strategy, the low-order harmonics in the output current
and voltage are not produced, and consequently, the size of the output filter
would be reduced. In fact, the suggested control strategy is load-independent
and has no frequency conversion restrictions. The proposed approach for
voltage and frequency regulation demonstrates exceptional performance and
favorable response across various load alteration scenarios. The suggested
strategy is examined in several scenarios in the MG test systems, and the
simulation results are addressed.
Enhancing battery system identification: nonlinear autoregressive modeling fo...IJECEIAES
Precisely characterizing Li-ion batteries is essential for optimizing their
performance, enhancing safety, and prolonging their lifespan across various
applications, such as electric vehicles and renewable energy systems. This
article introduces an innovative nonlinear methodology for system
identification of a Li-ion battery, employing a nonlinear autoregressive with
exogenous inputs (NARX) model. The proposed approach integrates the
benefits of nonlinear modeling with the adaptability of the NARX structure,
facilitating a more comprehensive representation of the intricate
electrochemical processes within the battery. Experimental data collected
from a Li-ion battery operating under diverse scenarios are employed to
validate the effectiveness of the proposed methodology. The identified
NARX model exhibits superior accuracy in predicting the battery's behavior
compared to traditional linear models. This study underscores the
importance of accounting for nonlinearities in battery modeling, providing
insights into the intricate relationships between state-of-charge, voltage, and
current under dynamic conditions.
Smart grid deployment: from a bibliometric analysis to a surveyIJECEIAES
Smart grids are one of the last decades' innovations in electrical energy.
They bring relevant advantages compared to the traditional grid and
significant interest from the research community. Assessing the field's
evolution is essential to propose guidelines for facing new and future smart
grid challenges. In addition, knowing the main technologies involved in the
deployment of smart grids (SGs) is important to highlight possible
shortcomings that can be mitigated by developing new tools. This paper
contributes to the research trends mentioned above by focusing on two
objectives. First, a bibliometric analysis is presented to give an overview of
the current research level about smart grid deployment. Second, a survey of
the main technological approaches used for smart grid implementation and
their contributions are highlighted. To that effect, we searched the Web of
Science (WoS), and the Scopus databases. We obtained 5,663 documents
from WoS and 7,215 from Scopus on smart grid implementation or
deployment. With the extraction limitation in the Scopus database, 5,872 of
the 7,215 documents were extracted using a multi-step process. These two
datasets have been analyzed using a bibliometric tool called bibliometrix.
The main outputs are presented with some recommendations for future
research.
Use of analytical hierarchy process for selecting and prioritizing islanding ...IJECEIAES
One of the problems that are associated to power systems is islanding
condition, which must be rapidly and properly detected to prevent any
negative consequences on the system's protection, stability, and security.
This paper offers a thorough overview of several islanding detection
strategies, which are divided into two categories: classic approaches,
including local and remote approaches, and modern techniques, including
techniques based on signal processing and computational intelligence.
Additionally, each approach is compared and assessed based on several
factors, including implementation costs, non-detected zones, declining
power quality, and response times using the analytical hierarchy process
(AHP). The multi-criteria decision-making analysis shows that the overall
weight of passive methods (24.7%), active methods (7.8%), hybrid methods
(5.6%), remote methods (14.5%), signal processing-based methods (26.6%),
and computational intelligent-based methods (20.8%) based on the
comparison of all criteria together. Thus, it can be seen from the total weight
that hybrid approaches are the least suitable to be chosen, while signal
processing-based methods are the most appropriate islanding detection
method to be selected and implemented in power system with respect to the
aforementioned factors. Using Expert Choice software, the proposed
hierarchy model is studied and examined.
Enhancing of single-stage grid-connected photovoltaic system using fuzzy logi...IJECEIAES
The power generated by photovoltaic (PV) systems is influenced by
environmental factors. This variability hampers the control and utilization of
solar cells' peak output. In this study, a single-stage grid-connected PV
system is designed to enhance power quality. Our approach employs fuzzy
logic in the direct power control (DPC) of a three-phase voltage source
inverter (VSI), enabling seamless integration of the PV connected to the
grid. Additionally, a fuzzy logic-based maximum power point tracking
(MPPT) controller is adopted, which outperforms traditional methods like
incremental conductance (INC) in enhancing solar cell efficiency and
minimizing the response time. Moreover, the inverter's real-time active and
reactive power is directly managed to achieve a unity power factor (UPF).
The system's performance is assessed through MATLAB/Simulink
implementation, showing marked improvement over conventional methods,
particularly in steady-state and varying weather conditions. For solar
irradiances of 500 and 1,000 W/m2
, the results show that the proposed
method reduces the total harmonic distortion (THD) of the injected current
to the grid by approximately 46% and 38% compared to conventional
methods, respectively. Furthermore, we compare the simulation results with
IEEE standards to evaluate the system's grid compatibility.
Enhancing photovoltaic system maximum power point tracking with fuzzy logic-b...IJECEIAES
Photovoltaic systems have emerged as a promising energy resource that
caters to the future needs of society, owing to their renewable, inexhaustible,
and cost-free nature. The power output of these systems relies on solar cell
radiation and temperature. In order to mitigate the dependence on
atmospheric conditions and enhance power tracking, a conventional
approach has been improved by integrating various methods. To optimize
the generation of electricity from solar systems, the maximum power point
tracking (MPPT) technique is employed. To overcome limitations such as
steady-state voltage oscillations and improve transient response, two
traditional MPPT methods, namely fuzzy logic controller (FLC) and perturb
and observe (P&O), have been modified. This research paper aims to
simulate and validate the step size of the proposed modified P&O and FLC
techniques within the MPPT algorithm using MATLAB/Simulink for
efficient power tracking in photovoltaic systems.
Adaptive synchronous sliding control for a robot manipulator based on neural ...IJECEIAES
Robot manipulators have become important equipment in production lines, medical fields, and transportation. Improving the quality of trajectory tracking for
robot hands is always an attractive topic in the research community. This is a
challenging problem because robot manipulators are complex nonlinear systems
and are often subject to fluctuations in loads and external disturbances. This
article proposes an adaptive synchronous sliding control scheme to improve trajectory tracking performance for a robot manipulator. The proposed controller
ensures that the positions of the joints track the desired trajectory, synchronize
the errors, and significantly reduces chattering. First, the synchronous tracking
errors and synchronous sliding surfaces are presented. Second, the synchronous
tracking error dynamics are determined. Third, a robust adaptive control law is
designed,the unknown components of the model are estimated online by the neural network, and the parameters of the switching elements are selected by fuzzy
logic. The built algorithm ensures that the tracking and approximation errors
are ultimately uniformly bounded (UUB). Finally, the effectiveness of the constructed algorithm is demonstrated through simulation and experimental results.
Simulation and experimental results show that the proposed controller is effective with small synchronous tracking errors, and the chattering phenomenon is
significantly reduced.
Remote field-programmable gate array laboratory for signal acquisition and de...IJECEIAES
A remote laboratory utilizing field-programmable gate array (FPGA) technologies enhances students’ learning experience anywhere and anytime in embedded system design. Existing remote laboratories prioritize hardware access and visual feedback for observing board behavior after programming, neglecting comprehensive debugging tools to resolve errors that require internal signal acquisition. This paper proposes a novel remote embeddedsystem design approach targeting FPGA technologies that are fully interactive via a web-based platform. Our solution provides FPGA board access and debugging capabilities beyond the visual feedback provided by existing remote laboratories. We implemented a lab module that allows users to seamlessly incorporate into their FPGA design. The module minimizes hardware resource utilization while enabling the acquisition of a large number of data samples from the signal during the experiments by adaptively compressing the signal prior to data transmission. The results demonstrate an average compression ratio of 2.90 across three benchmark signals, indicating efficient signal acquisition and effective debugging and analysis. This method allows users to acquire more data samples than conventional methods. The proposed lab allows students to remotely test and debug their designs, bridging the gap between theory and practice in embedded system design.
Detecting and resolving feature envy through automated machine learning and m...IJECEIAES
Efficiently identifying and resolving code smells enhances software project quality. This paper presents a novel solution, utilizing automated machine learning (AutoML) techniques, to detect code smells and apply move method refactoring. By evaluating code metrics before and after refactoring, we assessed its impact on coupling, complexity, and cohesion. Key contributions of this research include a unique dataset for code smell classification and the development of models using AutoGluon for optimal performance. Furthermore, the study identifies the top 20 influential features in classifying feature envy, a well-known code smell, stemming from excessive reliance on external classes. We also explored how move method refactoring addresses feature envy, revealing reduced coupling and complexity, and improved cohesion, ultimately enhancing code quality. In summary, this research offers an empirical, data-driven approach, integrating AutoML and move method refactoring to optimize software project quality. Insights gained shed light on the benefits of refactoring on code quality and the significance of specific features in detecting feature envy. Future research can expand to explore additional refactoring techniques and a broader range of code metrics, advancing software engineering practices and standards.
Smart monitoring technique for solar cell systems using internet of things ba...IJECEIAES
Rapidly and remotely monitoring and receiving the solar cell systems status parameters, solar irradiance, temperature, and humidity, are critical issues in enhancement their efficiency. Hence, in the present article an improved smart prototype of internet of things (IoT) technique based on embedded system through NodeMCU ESP8266 (ESP-12E) was carried out experimentally. Three different regions at Egypt; Luxor, Cairo, and El-Beheira cities were chosen to study their solar irradiance profile, temperature, and humidity by the proposed IoT system. The monitoring data of solar irradiance, temperature, and humidity were live visualized directly by Ubidots through hypertext transfer protocol (HTTP) protocol. The measured solar power radiation in Luxor, Cairo, and El-Beheira ranged between 216-1000, 245-958, and 187-692 W/m 2 respectively during the solar day. The accuracy and rapidity of obtaining monitoring results using the proposed IoT system made it a strong candidate for application in monitoring solar cell systems. On the other hand, the obtained solar power radiation results of the three considered regions strongly candidate Luxor and Cairo as suitable places to build up a solar cells system station rather than El-Beheira.
An efficient security framework for intrusion detection and prevention in int...IJECEIAES
Over the past few years, the internet of things (IoT) has advanced to connect billions of smart devices to improve quality of life. However, anomalies or malicious intrusions pose several security loopholes, leading to performance degradation and threat to data security in IoT operations. Thereby, IoT security systems must keep an eye on and restrict unwanted events from occurring in the IoT network. Recently, various technical solutions based on machine learning (ML) models have been derived towards identifying and restricting unwanted events in IoT. However, most ML-based approaches are prone to miss-classification due to inappropriate feature selection. Additionally, most ML approaches applied to intrusion detection and prevention consider supervised learning, which requires a large amount of labeled data to be trained. Consequently, such complex datasets are impossible to source in a large network like IoT. To address this problem, this proposed study introduces an efficient learning mechanism to strengthen the IoT security aspects. The proposed algorithm incorporates supervised and unsupervised approaches to improve the learning models for intrusion detection and mitigation. Compared with the related works, the experimental outcome shows that the model performs well in a benchmark dataset. It accomplishes an improved detection accuracy of approximately 99.21%.
Developing a smart system for infant incubators using the internet of things ...IJECEIAES
This research is developing an incubator system that integrates the internet of things and artificial intelligence to improve care for premature babies. The system workflow starts with sensors that collect data from the incubator. Then, the data is sent in real-time to the internet of things (IoT) broker eclipse mosquito using the message queue telemetry transport (MQTT) protocol version 5.0. After that, the data is stored in a database for analysis using the long short-term memory network (LSTM) method and displayed in a web application using an application programming interface (API) service. Furthermore, the experimental results produce as many as 2,880 rows of data stored in the database. The correlation coefficient between the target attribute and other attributes ranges from 0.23 to 0.48. Next, several experiments were conducted to evaluate the model-predicted value on the test data. The best results are obtained using a two-layer LSTM configuration model, each with 60 neurons and a lookback setting 6. This model produces an R 2 value of 0.934, with a root mean square error (RMSE) value of 0.015 and a mean absolute error (MAE) of 0.008. In addition, the R 2 value was also evaluated for each attribute used as input, with a result of values between 0.590 and 0.845.
A review on internet of things-based stingless bee's honey production with im...IJECEIAES
Honey is produced exclusively by honeybees and stingless bees which both are well adapted to tropical and subtropical regions such as Malaysia. Stingless bees are known for producing small amounts of honey and are known for having a unique flavor profile. Problem identified that many stingless bees collapsed due to weather, temperature and environment. It is critical to understand the relationship between the production of stingless bee honey and environmental conditions to improve honey production. Thus, this paper presents a review on stingless bee's honey production and prediction modeling. About 54 previous research has been analyzed and compared in identifying the research gaps. A framework on modeling the prediction of stingless bee honey is derived. The result presents the comparison and analysis on the internet of things (IoT) monitoring systems, honey production estimation, convolution neural networks (CNNs), and automatic identification methods on bee species. It is identified based on image detection method the top best three efficiency presents CNN is at 98.67%, densely connected convolutional networks with YOLO v3 is 97.7%, and DenseNet201 convolutional networks 99.81%. This study is significant to assist the researcher in developing a model for predicting stingless honey produced by bee's output, which is important for a stable economy and food security.
A trust based secure access control using authentication mechanism for intero...IJECEIAES
The internet of things (IoT) is a revolutionary innovation in many aspects of our society including interactions, financial activity, and global security such as the military and battlefield internet. Due to the limited energy and processing capacity of network devices, security, energy consumption, compatibility, and device heterogeneity are the long-term IoT problems. As a result, energy and security are critical for data transmission across edge and IoT networks. Existing IoT interoperability techniques need more computation time, have unreliable authentication mechanisms that break easily, lose data easily, and have low confidentiality. In this paper, a key agreement protocol-based authentication mechanism for IoT devices is offered as a solution to this issue. This system makes use of information exchange, which must be secured to prevent access by unauthorized users. Using a compact contiki/cooja simulator, the performance and design of the suggested framework are validated. The simulation findings are evaluated based on detection of malicious nodes after 60 minutes of simulation. The suggested trust method, which is based on privacy access control, reduced packet loss ratio to 0.32%, consumed 0.39% power, and had the greatest average residual energy of 0.99 mJoules at 10 nodes.
Fuzzy linear programming with the intuitionistic polygonal fuzzy numbersIJECEIAES
In real world applications, data are subject to ambiguity due to several factors; fuzzy sets and fuzzy numbers propose a great tool to model such ambiguity. In case of hesitation, the complement of a membership value in fuzzy numbers can be different from the non-membership value, in which case we can model using intuitionistic fuzzy numbers as they provide flexibility by defining both a membership and a non-membership functions. In this article, we consider the intuitionistic fuzzy linear programming problem with intuitionistic polygonal fuzzy numbers, which is a generalization of the previous polygonal fuzzy numbers found in the literature. We present a modification of the simplex method that can be used to solve any general intuitionistic fuzzy linear programming problem after approximating the problem by an intuitionistic polygonal fuzzy number with n edges. This method is given in a simple tableau formulation, and then applied on numerical examples for clarity.
The performance of artificial intelligence in prostate magnetic resonance im...IJECEIAES
Prostate cancer is the predominant form of cancer observed in men worldwide. The application of magnetic resonance imaging (MRI) as a guidance tool for conducting biopsies has been established as a reliable and well-established approach in the diagnosis of prostate cancer. The diagnostic performance of MRI-guided prostate cancer diagnosis exhibits significant heterogeneity due to the intricate and multi-step nature of the diagnostic pathway. The development of artificial intelligence (AI) models, specifically through the utilization of machine learning techniques such as deep learning, is assuming an increasingly significant role in the field of radiology. In the realm of prostate MRI, a considerable body of literature has been dedicated to the development of various AI algorithms. These algorithms have been specifically designed for tasks such as prostate segmentation, lesion identification, and classification. The overarching objective of these endeavors is to enhance diagnostic performance and foster greater agreement among different observers within MRI scans for the prostate. This review article aims to provide a concise overview of the application of AI in the field of radiology, with a specific focus on its utilization in prostate MRI.
Seizure stage detection of epileptic seizure using convolutional neural networksIJECEIAES
According to the World Health Organization (WHO), seventy million individuals worldwide suffer from epilepsy, a neurological disorder. While electroencephalography (EEG) is crucial for diagnosing epilepsy and monitoring the brain activity of epilepsy patients, it requires a specialist to examine all EEG recordings to find epileptic behavior. This procedure needs an experienced doctor, and a precise epilepsy diagnosis is crucial for appropriate treatment. To identify epileptic seizures, this study employed a convolutional neural network (CNN) based on raw scalp EEG signals to discriminate between preictal, ictal, postictal, and interictal segments. The possibility of these characteristics is explored by examining how well timedomain signals work in the detection of epileptic signals using intracranial Freiburg Hospital (FH), scalp Children's Hospital Boston-Massachusetts Institute of Technology (CHB-MIT) databases, and Temple University Hospital (TUH) EEG. To test the viability of this approach, two types of experiments were carried out. Firstly, binary class classification (preictal, ictal, postictal each versus interictal) and four-class classification (interictal versus preictal versus ictal versus postictal). The average accuracy for stage detection using CHB-MIT database was 84.4%, while the Freiburg database's time-domain signals had an accuracy of 79.7% and the highest accuracy of 94.02% for classification in the TUH EEG database when comparing interictal stage to preictal stage.
Analysis of driving style using self-organizing maps to analyze driver behaviorIJECEIAES
Modern life is strongly associated with the use of cars, but the increase in acceleration speeds and their maneuverability leads to a dangerous driving style for some drivers. In these conditions, the development of a method that allows you to track the behavior of the driver is relevant. The article provides an overview of existing methods and models for assessing the functioning of motor vehicles and driver behavior. Based on this, a combined algorithm for recognizing driving style is proposed. To do this, a set of input data was formed, including 20 descriptive features: About the environment, the driver's behavior and the characteristics of the functioning of the car, collected using OBD II. The generated data set is sent to the Kohonen network, where clustering is performed according to driving style and degree of danger. Getting the driving characteristics into a particular cluster allows you to switch to the private indicators of an individual driver and considering individual driving characteristics. The application of the method allows you to identify potentially dangerous driving styles that can prevent accidents.
Hyperspectral object classification using hybrid spectral-spatial fusion and ...IJECEIAES
Because of its spectral-spatial and temporal resolution of greater areas, hyperspectral imaging (HSI) has found widespread application in the field of object classification. The HSI is typically used to accurately determine an object's physical characteristics as well as to locate related objects with appropriate spectral fingerprints. As a result, the HSI has been extensively applied to object identification in several fields, including surveillance, agricultural monitoring, environmental research, and precision agriculture. However, because of their enormous size, objects require a lot of time to classify; for this reason, both spectral and spatial feature fusion have been completed. The existing classification strategy leads to increased misclassification, and the feature fusion method is unable to preserve semantic object inherent features; This study addresses the research difficulties by introducing a hybrid spectral-spatial fusion (HSSF) technique to minimize feature size while maintaining object intrinsic qualities; Lastly, a soft-margins kernel is proposed for multi-layer deep support vector machine (MLDSVM) to reduce misclassification. The standard Indian pines dataset is used for the experiment, and the outcome demonstrates that the HSSF-MLDSVM model performs substantially better in terms of accuracy and Kappa coefficient.
Industrial Training at Shahjalal Fertilizer Company Limited (SFCL)MdTanvirMahtab2
This presentation is about the working procedure of Shahjalal Fertilizer Company Limited (SFCL). A Govt. owned Company of Bangladesh Chemical Industries Corporation under Ministry of Industries.
Sachpazis:Terzaghi Bearing Capacity Estimation in simple terms with Calculati...Dr.Costas Sachpazis
Terzaghi's soil bearing capacity theory, developed by Karl Terzaghi, is a fundamental principle in geotechnical engineering used to determine the bearing capacity of shallow foundations. This theory provides a method to calculate the ultimate bearing capacity of soil, which is the maximum load per unit area that the soil can support without undergoing shear failure. The Calculation HTML Code included.
Welcome to WIPAC Monthly the magazine brought to you by the LinkedIn Group Water Industry Process Automation & Control.
In this month's edition, along with this month's industry news to celebrate the 13 years since the group was created we have articles including
A case study of the used of Advanced Process Control at the Wastewater Treatment works at Lleida in Spain
A look back on an article on smart wastewater networks in order to see how the industry has measured up in the interim around the adoption of Digital Transformation in the Water Industry.
Immunizing Image Classifiers Against Localized Adversary Attacksgerogepatton
This paper addresses the vulnerability of deep learning models, particularly convolutional neural networks
(CNN)s, to adversarial attacks and presents a proactive training technique designed to counter them. We
introduce a novel volumization algorithm, which transforms 2D images into 3D volumetric representations.
When combined with 3D convolution and deep curriculum learning optimization (CLO), itsignificantly improves
the immunity of models against localized universal attacks by up to 40%. We evaluate our proposed approach
using contemporary CNN architectures and the modified Canadian Institute for Advanced Research (CIFAR-10
and CIFAR-100) and ImageNet Large Scale Visual Recognition Challenge (ILSVRC12) datasets, showcasing
accuracy improvements over previous techniques. The results indicate that the combination of the volumetric
input and curriculum learning holds significant promise for mitigating adversarial attacks without necessitating
adversary training.
About
Indigenized remote control interface card suitable for MAFI system CCR equipment. Compatible for IDM8000 CCR. Backplane mounted serial and TCP/Ethernet communication module for CCR remote access. IDM 8000 CCR remote control on serial and TCP protocol.
• Remote control: Parallel or serial interface.
• Compatible with MAFI CCR system.
• Compatible with IDM8000 CCR.
• Compatible with Backplane mount serial communication.
• Compatible with commercial and Defence aviation CCR system.
• Remote control system for accessing CCR and allied system over serial or TCP.
• Indigenized local Support/presence in India.
• Easy in configuration using DIP switches.
Technical Specifications
Indigenized remote control interface card suitable for MAFI system CCR equipment. Compatible for IDM8000 CCR. Backplane mounted serial and TCP/Ethernet communication module for CCR remote access. IDM 8000 CCR remote control on serial and TCP protocol.
Key Features
Indigenized remote control interface card suitable for MAFI system CCR equipment. Compatible for IDM8000 CCR. Backplane mounted serial and TCP/Ethernet communication module for CCR remote access. IDM 8000 CCR remote control on serial and TCP protocol.
• Remote control: Parallel or serial interface
• Compatible with MAFI CCR system
• Copatiable with IDM8000 CCR
• Compatible with Backplane mount serial communication.
• Compatible with commercial and Defence aviation CCR system.
• Remote control system for accessing CCR and allied system over serial or TCP.
• Indigenized local Support/presence in India.
Application
• Remote control: Parallel or serial interface.
• Compatible with MAFI CCR system.
• Compatible with IDM8000 CCR.
• Compatible with Backplane mount serial communication.
• Compatible with commercial and Defence aviation CCR system.
• Remote control system for accessing CCR and allied system over serial or TCP.
• Indigenized local Support/presence in India.
• Easy in configuration using DIP switches.
CFD Simulation of By-pass Flow in a HRSG module by R&R Consult.pptxR&R Consult
CFD analysis is incredibly effective at solving mysteries and improving the performance of complex systems!
Here's a great example: At a large natural gas-fired power plant, where they use waste heat to generate steam and energy, they were puzzled that their boiler wasn't producing as much steam as expected.
R&R and Tetra Engineering Group Inc. were asked to solve the issue with reduced steam production.
An inspection had shown that a significant amount of hot flue gas was bypassing the boiler tubes, where the heat was supposed to be transferred.
R&R Consult conducted a CFD analysis, which revealed that 6.3% of the flue gas was bypassing the boiler tubes without transferring heat. The analysis also showed that the flue gas was instead being directed along the sides of the boiler and between the modules that were supposed to capture the heat. This was the cause of the reduced performance.
Based on our results, Tetra Engineering installed covering plates to reduce the bypass flow. This improved the boiler's performance and increased electricity production.
It is always satisfying when we can help solve complex challenges like this. Do your systems also need a check-up or optimization? Give us a call!
Work done in cooperation with James Malloy and David Moelling from Tetra Engineering.
More examples of our work https://www.r-r-consult.dk/en/cases-en/
Overview of the fundamental roles in Hydropower generation and the components involved in wider Electrical Engineering.
This paper presents the design and construction of hydroelectric dams from the hydrologist’s survey of the valley before construction, all aspects and involved disciplines, fluid dynamics, structural engineering, generation and mains frequency regulation to the very transmission of power through the network in the United Kingdom.
Author: Robbie Edward Sayers
Collaborators and co editors: Charlie Sims and Connor Healey.
(C) 2024 Robbie E. Sayers
Cosmetic shop management system project report.pdfKamal Acharya
Buying new cosmetic products is difficult. It can even be scary for those who have sensitive skin and are prone to skin trouble. The information needed to alleviate this problem is on the back of each product, but it's thought to interpret those ingredient lists unless you have a background in chemistry.
Instead of buying and hoping for the best, we can use data science to help us predict which products may be good fits for us. It includes various function programs to do the above mentioned tasks.
Data file handling has been effectively used in the program.
The automated cosmetic shop management system should deal with the automation of general workflow and administration process of the shop. The main processes of the system focus on customer's request where the system is able to search the most appropriate products and deliver it to the customers. It should help the employees to quickly identify the list of cosmetic product that have reached the minimum quantity and also keep a track of expired date for each cosmetic product. It should help the employees to find the rack number in which the product is placed.It is also Faster and more efficient way.
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result is merely a grade without any description about student’s achievement in every competency [17].
Standardized assessment methods often take less time and are easier to administer, and their results are
readily interpretable [18]. However, this standardized assessment method are useless for non-computer or
science person. Indeed, we provide to present an assessment framework which can be explicit and easy for
professional and non-professional people.
In order to test the efficacy of this assessment plan, we will present our game entitled. Recruitment
protocol that has as a purpose to train the player for a job interview. Obviously, the most important axis in the
game is to judge the efficiency of learners and their abilities to adapt in the corresponding situation. A
debriefing of the learner experience will be sent to the game tutor or an expert. The game is doted with some
data mining algorithms. One of the challenges is to introduce an assessment plan in the game development
process and face the instructors and experts how to evaluate the learning outcomes in order to identify
students lacks for the given goal or field.
In this perspective of research we aim to present, first the literature review about assessment, e-
assessment their advantages, methods, tools and applications domains. Then, we discuss how to collect and
to reuse data during the experience. In addition, we provide to present our framework by giving a significant
example and we present the result of our proposal. Finally, we close by significant perspectives.
2. LITERATURE REVIEW
In our research of the assessment as scientific field, we find a number of definitions defining it, such
as: ‘An ongoing process aimed at understanding and improving student learning; It involves making our
expectations explicit and public; setting appropriate criteria and high standards for learning quality;
systematically gathering, analyzing, and interpreting evidence to determine how well performance matches
those expectations and standards; and using the resulting information to document, explain, and improve
performance’ [15].
Also we find another definition that present the field ‘as the systematic basis for making inferences
about the learning and development of students; More specifically, assessment is the process of defining,
selecting, designing, collecting, analyzing, interpreting, and using information to increase students' learning
and development’ [13]. According to these definitions, we can summarize assessment as a process aimed to
understand, analyze, collect, interpret and use the information to improve learning and development of
learners.
Generally speaking, assessment in an educational system comes in different aspects; Diagnostic
assessment hopes to improve the learner’s experiences. Is often used before teaching or at the beginning of
the experience (Assess what the learner already know). Formative assessment Contributes to learning through
providing feedback [19]. It occurs prior to and during the course and allows adjustments if necessary. It plays
a regulatory role and learning support [20]. Summative assessment is like diagnostic assessment but it
appears at theend of the learner experience. It’s used to measures the learner’s achievements at the end of the
experiences. This measurement is often based on exams, papers projects and presentations, portfolios which
help to submitting student progress and collecting information about the student. Integrative assessment or
authentic assessment is a reflective and iterative participatory process that links knowledge (science) and
action (policy) regarding complex global change issues [21]. Integrative tasks can be for formative or
summative purposes.Especially for serious games, the formative assessment is the more useful and should be
used in the game process to be part of the experience. Although several methods and techniques have been
used to assess learning in serious games [22] and simulations in general, summative assessment is commonly
accomplished with the use of pre- and post-testing, a common approach in educational research [23].
However, summative, formative, diagnostic and integrative assessment works together to improve learning.
They should be the important components in the game design and at the game level.
In summary, assessment involves a rich infrastructure capabilities that enables us to evidence of
student learning in a much deeper and often more authentic than what has been possible before with
traditional methods. A number of software products are available for online educational testing and
assessment [24]. However, the constructor can combine between a theory and technology to acquire desired
result. In Table 1 we provide to present some of existing method and tools with corresponding description.
A literature review was performed to identify different approaches and theories in order to integrate
assessment into serious games. In our research we find also a multitude of papers discussing the different
types of assessment and papers discussing assessment frameworks for serious games. Some studies cover
formative and summative assessment. For example authors in [28] uses serious game for formal assessment.
However, the assessment model used in this study based on Gagne’s nine events of instruction. Others , such
as [29], are focused on learning skills and motivation which are assessed using a probabilistic approach
performed by the user. Their approach is based on adaptability in order to help learners to increase their
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motivation skills. Indeed, providing an automated tool for monitoring and analyzing the actions performed by
the learners, authors in [30] have as purpose to use petri nets extracted from the expert behavior in the game
and compare the learner interactions to it using several diagnosis indicators.
Table 1. Assessment Methods and tools
Type Description
Assessment management
systems
Tools for instructors to administer and analyze tests
A Competence
Performance Analyzer
Tool that keep trace of the learners‘ activity in the shape of events in
game and basing on these ones assesses the related performances respect
to a predefined set of competences[25].
Tools for natural language
answer assessment
Tool that analyze and assess answers written in text area[14]
Leap motion controller A small device that can be connected to a computer using a USB[26].
Eye Tracking
Eye Trackers measure the saccades (fast movements) and fixations
(dwell times) of human gaze[27]
Providing a list of theoretical questions, assessment matrix provides faculty members (especially
ones with little assessment experience) with a structure for developing their assessment plan using a series of
questions-as they answer the questions, they essentially articulate the plan [31]. Accompanying learners and
their evaluation is a subject already treated in the literature[32], [33].The evaluation needs of serious games
are particularly relevant to evaluation before apprenticeship, during apprenticeship (real-time help) and after
apprenticeship (diagnosis of learned skills), possibly involving a debriefing between the learner and the
monitor.
To summarize, all highlighted studies are generally focused on game play session, learner
performance or achievement, summative and formative assessment and learning skills and motivation. Also,
Assessment matrix is focused on a rhetorical side of assessment plan. However, it become necessary to
combine several of these good techniques to encompass the strengths of all the assessment techniques
reviewed. Especially for serious games assessment plan should combine between serious and fun in order to
attempt the pedagogical objective, Assessment methods must be recognizable within the game design, as
Michel and Chen [10] states “Serious games like every other tool of education must be able to show that the
necessary learning has occurred.”.
3. WHO’S IN CHARGE TO DESIGN AN ASSESSMENT MODEL FOR SERIOUS GAMES?
Despite the abundance of literature on SGs, few papers provide a detailed description of the specific
SG assessment design. Still, “many educational games do not properly translate knowledge, facts, and
lessons into the language of games. This results in games that are often neither engaging nor
educational” [34]. However, in this part of paper we provide to describe the roles of each author responsible
of designing assessment in serious games. Persons who are in charge to design a serious game are:
Professional expert, Pedagoge expert and Game designer expert.
3.1. Professional expert:
It is thus possible to reveal four criteria for measuring professional competence:
a. Learner level of expertise in a specific field,
b. A measure of his degree of knowledge in a given field,
c. The degree of operationally of the action he is carrying out,
d. The degree of variety of the reasoning he leads.
The Figure 1 describes the check list that should be done by the professional expert. As mentioned
in the Figure 1, expert should:
a. Describe each situation and define their required competencies
b. Define the thematic with their level of competence
c. Classify action
d. Describe actions and different scenarios of each action
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Figure 1. Professional expert
3.2. Pedagogue Expert
Is the person who’s in charge to implement and to validate the learning transfer via the game
experience. The Figure 2 describes the check list that should be done by the pedagogue expert. As mentioned
in the Figure 2, pedagogue should:
Question: Action
Response: feedback (positive; negative)
As mentioned in the figure, pedagogue should:
a. Define the category of problem ( or question in quiz)
b. How to implement the problem in order to ensure better learning achievement
c. Define different errors types
d. When can be the guidance triggered. When each step can we implement this problem (pre in or post
game)
e. Define educative message to show to the learner in order to complete his learning
Figure 2. Pedagogue expert
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3.3. Game Designer
Game designer is the person who’s in charge of gamifying instruction cited by both pedagogue and
professional expert. He uses several tools and platforms for creating scenarios, object, sounds, and graphics
and so on. Especially, for serious games game designer should have basics in different subject and pedagogy.
4. ASSESSMENT PLAN DESIGN FOR SERIOUS GAMES
In the light of our experience and according to the analysis made by our research team concerning
the strong and weak point of each method, the method below, presents the proper integration of assessment
plan in serious games design, supporting different methods and tools during the different steps of design and
development process. The Table 2 sumarizes the main phases of development with their corresponding
description.
Table 2. Development Phases
Background Iterative design phase Iterative development phase
Objectives:
Define overall objectives of the
game
Identify goals for the desired
results of content
Users:
Typology of users
Needs analysis
Learner’s requirement
Pedagogical model:
Design instructional strategies
What a specific data do you need to collect?
Required assessment methods and tools
Defining a competencies model?
Evaluation Space
Social Content
Are the educational outcomes met?
How can you convince them that the
educational outcomes were met?
How can you improve your program and your
assessment process?
Assess performance
Enhance retention and transfer
Evaluate the pertinence of data collected
game design
Accessibility and usability standards
4.1. Overall Objectives:
Context layer: The expert or the game designer should situate the game in a specific context by
defining domain, learning objectives, game intention, target audience and a brief description of summarizing
the main objectives of the game as presented in Table 3.
Table 3. Overall Objectives
What are the overall objectives of the program?
Domain: Health, business, finance, military, management, recruitment, communication and marketing, business teaching, social security,
Construction, Creative industries, life sciences, information and communications technology, Tourism, food and drink …
Intention: Educative message broadcasting ,Informative message broadcasting , Marketing & Communication message broadcasting
,Submit a subjective message ,Training ,Exchanging goods ,Tell a story ,Operating a license
Student requirement: what are the learner requirements?
Target Audience: Professionals, non-professionals, general population
Brief description: Text
4.2. Learning Outcomes
Learning layer: The expert or the game designer should have clear idea about learning outcomes. He
or she must give a corresponding answer as presented below in Table 4.
Background
Prototype
ReviewDesign
Evaluate
ImplementDevelop
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Table 4. Educational Outcomes
What are the program’s educational outcomes?
an ability to:
Engage in life-long learning;
Know the basics;
Able to memorize (factual learning) ;
sensor-motor skills;
Adapt and transfer knowledge in a new context, use information, methods, and theories in new situations;
Analysis of knowledge-based problem solving, prediction, projection conclusions, choice, argumentation.;
understanding the social environment and others;
Self-evaluation;
Others…
4.3. Learner Portfolio:
Students’ experiences are collected throughout a program which is assessed by game engine using a
predefined rules and a common scoring guide/stage. Portfolios may contain several informatione.g.
“Research papers, reports, tests, exams, case studies, video, personal essays, journals, self-evaluations,
exercises, etc”. Portfolio is considered like a direct assessment method. Table 5 summarizes needed data to
collect.
Table 5. Student Portfolio
student's portfolio
Learner: Description
Type: Junior, Senior intermediate, expert
Tutor: Teacher, doctor, director…
Context: Open Space, Classroom, online…
Result: Score, time, number of correct answers, number of false answers, number of redundant faults
Note: Failed, medium, low, high, good, excellent
Decision: If we use serious games with e-learning platforms e.g.”moodle edx …”, we can use students portfolio to complete data
information
4.4. Assessment Methods:
As presented by [9] learning objectives are brief statements that describe what the learner will be
expected to learn by the end of the game. While educators or professionals use learning objectives in
different ways to achieve a variety of instructional goals across multiple developmental stages, grade levels,
age and so on. Each program will select the assessment methods as presented in Table 6 that will provide the
most useful and relevant information. When selecting which assessment methods to use, consider the
availability of resources, the usefulness of the results and the learning outcomes.
Table 6. Assessment Methods Needed to Collect Data
What assessment methods will you use to collect data?
Method Description
Alumni Survey Can provide information about program satisfaction, preparation, employment status, skills for success.
At the end of the game
Type: Indirect
Capstone Project Has as purpose to integrate knowledge, concepts, and skills acquiredby learner or the learner during the sequences
of the game.
In the game
Type: Direct
Certification These standardized tests are developed by outside, professional organization to assess general knowledge in a
discipline
Type: Direct
Employer Survey Information to collect can include on the job skills, field specific information, etc.
Type: Indirect
Institutional Data Review both serious game and student data that is collected.
Type: Indirect
Observations Provide information on student behaviors and attitudes.
Pre and post tests Typically an serious game is administered at the beginning and at the end of a course or program in order to
determine the progress of student learning
Type: Direct
Game Review Reviewing a game involves determining if the objective is meeting the goals and outcomes that have been
established
Type: Indirect
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4.5. Data Collection
Data collection is used to organize institutional processes, analyze student learning gaps and
implement strategies, allocate resources, and continuously evaluates the efficacy of the learning objectives to
support and improve student learning. It presents a quantitative data collection that helps to evaluate the
learner experience. However, these data are collected from Patients; Students, learners, Teacher or the
former; Evaluator agent; Guidance agent. Finally, the game designer should describe detailed needed data
from each actor. All collected data depends to assessment method chosen by the game designer. Generally
speaking they can be resumed into three layers: Pre-game, In-game, Post-Game. There are many reasons to
collect data such as learners guidance during the game, test learner efficacy, measure the learner
achievement; enhance the student level, improve the level of learner, recruitment; health analysis and so on.
Table 7 presents the main specific data needed to collect.
Table 7. Specific Data to Collect
What specific data do we need to collect?
Name; Age ; Sex;Time;Score; Number of gestures; Number of right answers; Number of wrong answers. ; Check if the learner need
assistance or help;
If the game require reflection
Number of redundant fault
right action, too early, too late, suboptimal, erroneous and missing
Others…
These data depends on the nature of the game and it’s can be defined by expert or game designer
The evaluation of the learners requires the collection of information from different sources
according to the role incarnated by the learner in the scenario. The information required for evaluation thus
varies in type and nature (depending on the role played by the actor), and must be acquired from sources of
knowledge or data distributed over different software components.
Interactions can be evaluated by the time elapsed between the detection of the problem and its
resolution as well as the impacted zone. Each data required for evaluation can use a different model of
representation, as well as a calculation of evaluation specified to produce a learning score to validate or not
the learning objective of a scenario. This knowledge can be produced individually or collectively
(interactions between actors and / or simulated players).
4.6. Data Evaluation:
In this section, we present how can we interpret data with respect to the existing methods as
presented in Table 8. Data analytics is a science consisting of examining raw data, in order to draw
conclusions from this information. It is used to verify theories or to refute existing models. In this perspective
of study, is focused on the learner achievement. Data analysis is then used to determine if the systems in
place effectively operate efficiently and achieve the learning outcomes goals.
Table 8. Interpret and Evaluate Data
How will you interpret and evaluate the data?
Method Description
Statistics Is one branch of mathematical science studying the collection, analysis, interpretation, presentation, and
organization of data[35]
Business intelligence "intelligence" encompasses IT solutions providing decision support with professional, chain-end, reports and
monitoring dashboards activities [36]
Web analytics Meaning the study of the impact of a website on its users[37].
Operational research A mathematical discipline that contract with advanced analytical methods to help deciders to make the better
decision
Artificial intelligence
and data mining
Data mining is a new concept in education domain. This concept can be helpful as a work of bridge between
this lacks of knowledge [38]. It’s the process of analyzing data from different perspectives and summarizing
the results as valuable information. It has been defined as the nontrivial process of identifying valid, potentially
useful, novel and ultimately understandable patterns in data [39].
Social network
analysis
Meaning the study of the impact of social networks on its users. It means also the study of collection, analysis,
interpretation, presentation, and organization of user’s data in social networks[40]
Information
visualization
The study of (interactive) visual representations of abstract data to reinforce human cognition.
Learning analytics The application fields of the learning analytics concern modeling of user knowledge, user behavior, and user
experience, user profiling; modeling of key concepts in a domain and modeling a domain’s knowledge
components, and trend analysis
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4.7. Debriefing and Feedback
After each programme, tutor or former should convince parent of learners that the learning
objectives are achieved as presented in Table 9. Outcomes define what you want a serious game to
accomplish. Generally speaking, learning outcomes statements may be considered to be exit behaviors.
Outcomes achievement can be presented in post-game for student and tutor like a quiz to have more
information and to help the game designer to enhance our game engine. Information about student learning
outcomes assessment results will be available at the appropriate levels of granularity for use by programs, in
analysis and evaluation, and decision-making.
Table 9. Learning Achievement
How can you convince them the objectives were met?
Goals :Attend the aims of a game
Outcomes:the changes in the lives of individuals, families, organizations, or the community as a result of the game. Evaluate intrinsic
motivation
Indicators:the specific, measurable information collected to track whether an outcome has actually occurred
5. REVERSE ENGINEERING
When applying assessment plan in design process and if the designer respect the instruction as
presented above the result will be as present in the Figure 3. Evaluation type in serious games: Real time
evaluation: This evaluation relates to a diagnosis evolving throughout the game (game scenario). Real-time
evaluation refers to the evaluation of an action or mission (Behavior space). To evaluate an action, the
calculation of a score is based on the corresponding indicators.
Final individual evaluation: Individual evaluation is a summative evaluation that evaluates and
certifies the learner's learning in the game scenario. This evaluation compares the state of the learner's model
(learner actions As well as his/her knowledge) with the model of the domain and establishes a diagnosis on
the skills acquired and the skills that remain to be learned.
Collective evaluation: Using the Social Space, an interaction graph is constructed, representing the
different communications and interactions between the different actors (learners as well as simulated actors).
With this graph, we know who contacted who, when, and for how long, as well as information exchanged.
Combining the information from the different spaces, we have the possibility to deduce a causal link between
the missions of the various actors (the actor failed in his mission because the actor B did not send the right
information) and thus obtain a complete and precise evaluation of all the actors.
Figure 3. Learning timeline
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Global evaluation will be done at the end of the game play session. It will contain both individual
and collective evaluation. Certification of a learner's skill or knowledge can be achieved through negotiation
as presented in [41]. For Massive multi online games creators or game designers should take in consideration
collaboration, culture and communication. At the end of each experience test pedagogue and professional
expert respectively must evaluate output of game and student learning achievement. This operation is
important for both to enhance assessment plan and to ensure homogeneity of collected data. However, this
method is evaluated by implementing some games in our laboratory and by applying this method on some
existing games as presented in the next part.
6. PROOF OF CONCEPT
6.1. Existing Serious Games
Mecagenius[5] is an example of serious game that uses in process assessment based on the
monitoring of states. The purpose of the game is to train engineer in mechanics, providing them with a virtual
laboratory and various tools. The learner has to give a diagnosis and a prescription to each case of study. He
has the possibility of running different types of tests. The system also collects secondary information for
more formative assessment.
Simventure[42]: is an example of business game. It allows the player’s to manage a company,
dealing with four major types of issues: production, organization, sales and market, and finance. It proposes
also some additional activities, such as debriefing, answering questions, writing essays, and forecasting
events and outcomes and business planning.
PIXELearning’s Enterprise Game[43] is a similar business game. Learner can define a product
meeting the market demand in terms of quality and price is the most important factor to make the business
viable. Defining their proper marketing strategy is a key as well. It’s allows to learner new aspect such as
competition and collaboration.
6.2. Result and Discussion
The purpose of our game Recruitment protocol game as presented below in Figure 4 is to prepare
the player as good as possible for his job interview or job promotion, providing him with an interview and
various real situations. The learner should manage to face each situation by selecting right answers in the
right moment. The player must choose among several answers the one that seems to him the most adapted,
thus becoming aware of the rules of politeness, adaptability, motivation and so on, in order to be
implemented during a job interview. The system also collects secondary information for more formative
assessment.
Figure 4. Recruitment protocol
The choice of recruitment is not arbitrary, because it combines theory and experience. Also, in the
recruitment process we have all types of assessment, pre, in, post and global evaluation. The choice of a good
element is not an easy job and it’s required and number of techniques and rules that we would respect to
achieve the desired results. The designing team (pedagogue, expert and designer) must define different
scenarios, actions, rules, data to collect and so on. When designing and developing the game we were a team
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composed by a game designer, recruit expert and pedagogue. As mention above in our proposed assessment
plan, actors defined the game objectives. However, the game subscribes in the recruitment and business
domain. It has as intent Educative message broadcasting, Informative message broadcasting and training and
it has professionals as a target.
The evaluation of the learners in recruitment protocol requires the collection of information from
different sources according to the role incarnated by the learner in the scenario. However, the expert and
pedagogue have classified question into four groups, in each group of question there are several question
with their corresponding result, choices, guidance, difficulty and so on. In the Table 10 we present a part of
proposed question.
Table 10. Quiz
'picture': 'img/picture.jpg',
'group': 'Technical skills',
'question': ' Java is a language developped by ',
'answers': ['Hewlett-Packard', 'Sun Microsystems', 'Microsoft', 'Oracle'],
'correctAnswer': 2,
'Son': 'disque.mp3',
'duration': '312',
'Dificulty': '2',
'Mark': '1',
'Guidance': 'Par James Gosling chez Sun',
'Error': 'Please revise your lessons',
'level': '1'
The main objective of the game is to train new bachelor for a job interview and to help them to develop their
skills required for specific jobs. The game is for computer and science student. In Table 11 we present
student’s portfolio required in recruitment protocole. In order to achieve optimal result, we provide to collect
a number of data as presented in the table below in Table 12. Collected Data
Table 11. Student’s Portfolio: case of Recruitment Protocole
student's portfolio
Learner: is a student or employee
Type: Junior, Senior intermediate, expert
Tutor: Teacher, project manager
Context: online
Result: Score, time, number of correct answers, number of false answers, number of redundant faults, result by skills
Note: Failed, medium, low, high, good, excellent
Decision: pass to the next level, repeat the stage
Table 12. Collected Data
What specific data do we need to collect?
Name; Age ; Sex;Time;Score; Number of gestures; Number of right answers; Number of wrong answers;
Check if the learner need assistance or help;
Number of redundant fault
right action, too early, too late, suboptimal, erroneous and missing
difficulty,
group of question,
question,
answer,
datetime_start
datetime_end,
score
The pedagogue expert requires using the evaluation method capstone project considering the large
number of advantages that it brings and it is perfectly appropriate with the nature of our project. This method
has as purpose to integrate knowledge, concepts, and skills acquired by learner during the sequences of the
game. Statistics and learning analytics are applied to measure, collect, analysing and reporting of data about
learners and their contexts, for purposes of understanding and optimizing learning and the environments in
which it occurs.
To facilate the monitoring to the player status, there is a controle panel that allows the activation
and/or monitoring of the following actions: enable/disable the sound, to show a number of errors, to controle
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a number of questions in each level, to contrôle a time spent in each action, display learning debriefing at the
end of the experience. After the players answer it, the game provides a feedback starting whether they missed
the issue and if they spent more or less than the estimated time also if they miss a stage or some question an
alert will be triggered. A player can demand assistance as soon as possible. The game was evaluated for a
computer science class composed of 34 students who, after playing the game they have a detailed result about
their experience and a debriefing about their lacks and how to develop it. Also the tutor, have a dashboard
from them we extract the chart in the Figure 5. Especially, corporate sectors need some specific skills to
enhance in the game or learning experience:
a. Technical Skills: Operational the necessary skills to produce the product or service Supplies/Raw
Materials to obtain optimal result.
b. Managerial Skills: Management planning, organizing, supervising, directing, networking
Marketing/Sales identifying customers, distribution channels, supply chain Financial managing financial
resources, accounting, budgeting Legal organization form, risk management, privacy and security
Administrative people relations, advisory board relations Higher-order thinking skills
c. Entrepreneurial Skills: Business Concept business plan, presentation skills Environmental Scanning -
recognize market gap, identify user needs, exploit market opportunity Advisory Board and Networking
balance independence with seeking assistance
d. Personal Maturity Skills: Self-Awareness ability to reflect and be introspective Accountability ability to
take responsibility for resolving a problem Emotional Coping emotional ability to cope with a problem
Creativity ability to produce a creative solution to a problem Risk taking, tolerance for frustration. After
putting the game into experience we obtained this global result.
Figure 5. Learning experience result
The questions are grouped into four skills group technical skills, personal maturity skills,
entrepreneurial and managerial skills. The chart presents the result of player’s experience. According to
obtained result, the former or the company has a visibility to their employee’s competencies. Also, the
learner, trainee or employee has a clear idea about their lack and skills to develop to have better career
evolution. The results as presented in the Figure 5 shows that the majority of players have a good level in
technical skills and personal maturity skills but they still have to improve others skills.
At the moment, this assessment strategy proved successful. We hope to test it in a large wide to
validate it and to ensure better integration of assessment in the future for both the professional and
nonprofessional. The main objective of an evaluation plan is to evaluate, in general terms, the viability of all
pedagogical aspects of a serious game, including the description and analysis of development prospects.
Regardless of the size of the project, the evaluation plan is an essential step for anyone seriously wanting to
create their own serious game. As this step is too often overlooked, our research team has decided to simplify
things by proposing a simple and effective structure to build an evaluation plan tailored to the needs of the
designer.
0
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Adel
Lotfi
Abdelali
Hamza
Oussama
Amine
Ibtissam
Nadia
Mohamed
Othman
Technical Skills
Personal Maturity
Skills
Entrepreneurial Skills
Managerial Skills
12. Int J Elec & Comp Eng ISSN: 2088-8708
Assessment-driven Learning Through Serious Games: Guidance… (Othman Bakkali Yedri)
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According to this study we can define easily needed steps and parameters to integrate assessment in
the game design process, in order to create a beneficial strategy of assessment that will help the learners to
improve their level and accomplish their learning achievement, in addition it will make the serious game one
of the great tools for learning assessment.
This project is a special device to accompany the creators of the game, from the stage of preparation
of the story and preparation of the project until the end of preparation of an evaluation plan. This project was
designed to help decision-makers or educators ensure the sustainability of their serious games. Highlight of
this approach are:
a. The simplicity of expressing needs.
b. The framework can be exploitable by both for professional and non-professional people
c. The possibility of integrating the elements of quantitative and qualitative evaluation
d. Gives a clear and detailed idea of the project
In this step of our project we provide to collect the necessary information about the evaluation plan.
As a first step, we have integrated the quantitative evaluation considering the different advantages that they
present. In future work, we will integrate assessment intangible measures as the motivation, behavioral
changes, and learner performance.
7. CONCLUSION AND FUTURE WORKS
The assessment in serious games is one of the important mechanisms that push learners to achieve
their learning objectives; therefore, it makes the serious games one of the effective learning tools. During this
paper, several assessments techniques and methods applied on serious games have been discussed. Among
the techniques used by our research team there are the matrix of assessment and data collection, they have
been applied on some kinds in the game developed by our team of research recruiting protocol, according to
this experience a new scheme for a proper integration of assessment in serious games, supporting different
methods and tools in different steps of development process has been developed. The proposed schema will
be improved thereafter, in order, to enhance the platform that will help the game designer to establish some
assessment strategies in a very simple way, respecting the acquired and the learning outcomes envisaged by
the experts.
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