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International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 05 Issue: 03 | Mar-2018 www.irjet.net p-ISSN: 2395-0072
© 2018, IRJET | Impact Factor value: 6.171 | ISO 9001:2008 Certified Journal | Page 1970
CLUSTERING STUDENTS THROUGH DATA MINING AND GAMIFIED
LEARNING
Abhishek Bhave1, Mayank Mirani2, Kedar Mane3, Prof. Deepali Nayak4
1, 2, 3 Final year (B.E) students, Department of Information Technology, Vidyalankar Institute of Technology
(Affiliated to Mumbai University) Mumbai, India
4 Assistant Professor, Department of Information Technology, Vidyalankar Institute of Technology
(Affiliated to Mumbai University) Mumbai, India
---------------------------------------------------------------------***---------------------------------------------------------------------
Abstract - Gamified learning is an educational approachto
motivate students to learn by using game design and game
elements in learning environments and to maximize
engagement through capturing the interest of learners and
inspire them to continue learning. Gaming is a popular
pastime and 40% of Indian teenagers tend to play for more
than 6 hours per week. Currently, less than 10 % of Indian
corporates use gamification actively and fewer than 3 %
education institutes make use of gamification. However, it is a
domain that is readily sought after, and much scope is present
in this sector. E-learning industry is growing rapidly and will
continue to do so in the next 10-20 years [1]. Educational data
mining [EDM] is one of the solutions to improving learning
and grasping power of students on a broaderscaleratherthan
being confined to an individual student’s level. Analysis on
learner’s behaviour, prediction on future results, cognitive
learning and level of fundamental knowledge acquired are
some of the major analysis done on E-learning data. This
project aims to create a game for students whichtheyplayand
thus faculty get the appropriate data about student’s skill,
weak and strong areas so as to personalize learning for every
student and to improve learning experience.
Key Words: Gamification; personalization; education;
evaluation; analysis; student; faculty; game engine;
game; data mining; clustering
1. INTRODUCTION
The gamification of learning is an educational approach to
motivate students to learn by using online web-basedgames
in learning environments. The main intention of the project
is to maximize enjoyment and engagement through
capturing the interest of learners and inspiring them to
continue learning.
We plan to cluster the studentson the basisof the score they
generate taking help of a fun game and simultaneously
analyze them based on their performance and provide
suitable recommendations. [2]
This paper contains a systematic approach ofclusteringwith
help of educational data mining, learning analytics and
gamified learning.
1.1 AIM & OBJECTIVE
 The aim of our project is to improve learning and
motivation of students through fun games / game-
based environment and interactive sessions.
 We also aim to create an innovative teaching -
learning methodology. With focus strengths and
weaknessesof studentsto giveone-to-oneattention
during a course
 The approach will also help for overall analysis of
student potential on a concept by using data
clustering/ mining algorithms and providing the
students feedback on their knowledge of the
subject.
 The objective is to streamline manual data
generated in the educational sector and extract
meaningful patterns for process improvement
 The expected outcome is to provide
recommendations to the students and faculties to
personalize teaching-learning process and reap
maximum benefits.
2. PROBLEM STATEMENT & SCOPE
Data in educational sector is readily available but there has
not been enough analysis done on that available data. There
is a dearth of student teacher interaction and motivationfor
learning. Improving student teacher interactionandthereby
introducing new teaching methodologies and ideas.
Learning experience and personalized learning is thefuture
of education. Existing applications have not been able to
integrate data mining analytics with gamification in
learning. Also, many projects have tried to achieve common
integration in gamification with data mining. Also, all
existing educational data mining applications and systems
are rudimentary in nature and not capable to achieve
appropriate evaluation and gamification. Improving
learning experience and personalizationinlearningrequires
innovative solutions and gamification is one such solution.
This project will mainly involve students who are to be
taught and teachers in a supervisory role.
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 05 Issue: 03 | Mar-2018 www.irjet.net p-ISSN: 2395-0072
© 2018, IRJET | Impact Factor value: 6.171 | ISO 9001:2008 Certified Journal | Page 1971
The scope of this project mainly revolves around:
1. Data Analysis
This project aims to do clustering of data that is generated
from gamification. As a result of clustering, we hope to
establish baseline clusters to evaluate performance of
students on the game.
2. Evaluation
One of the goals of this project is to evaluate the standard or
skills of a student with the use of gamification. Here the
student is asked to complete a game depending on the
course that is taught and on the basis of that clustering is
done. [6]
3. Recommendation
In this system, once the clustering of students is done
according to the score of the game, recommendation will be
given to the students as per their score.
3. PROPOSED SYSTEM
The proposed system will be a web-based applicationwhich
will have different modules for students to play as part of
gamification. The application essentially has 3 main blocks
or components. They are student, faculty and lastlythegame
aspect of the application. The game component of the
application involves game architecture, game design as well
as the game engines to be used. This will be the framework
which will run the game asis essentially the most important
part of the application.
The other blocks or components of the web-based system
are the student and the faculty. The student will be first
required to register using credentials and then select the
appropriate module he/she is studying. The student will
then play and complete the game after which scores will be
generated using weights and clustering of students will be
done according to appropriate score. Once evaluation and
clustering has been completed, the student will be given the
appropriate resources to study and improve their skill.
Figure 1: Block diagram of system
The block diagram contains the following information:
1. Student: - The student block contains register, select
module, play game, cluster the students, student
analysis.
1a. Register: - Every student must register in order to
play the game.
1b. Select Module: - Student must select the module
based on which the game will be played.
1c. Play game: - This will redirect to the Game block
where the game will be played, and result will be stored.
d. Cluster the Students: - The studentswithsimilarscore
will be clustered together.
1e. Student analysis: - Students will be analyzed based
on their score and suitable recommendations will be
given on the aspects of the module.
2. Faculty: - The faculty receives the clustered data from
the students’ performance based on the way they play
the game and the faculty also provides with feedback.
2a. Forecasting prediction as per analysis: -
Here the clustered data of students is provided to the
faculty which can be easily analyzed.
2b. Feedback: - The Faculty then can provide with
suitable feedback to an individual based on their
performance and motivate them to excel in the module.
Assignments/ evaluations can be customized as per the
potential of studentsi.e. posing challenging questionsto
students with high score and giving extra attention to
students with a low score [4]
3. Game: - This contains the game design and the game
engine which connects the students with the game.
3a. Game: - The game should be such that catches the
eye of the students that are eventually going to play it.
To deal with games means the game design should be
spot on hence we plan to use interactive and
entertaining games like puzzles, crosswords, pictorials,
etc. to help students inculcate with the game and us to
cluster them properly and provide suitable feedback
3b. Game Engine: - The game engine needs to very fast
and responsivehence we are planning tousepixi.jsand
Babylon.js for game rendering and gamesalad.com as
the prime user interface of the game application.
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 05 Issue: 03 | Mar-2018 www.irjet.net p-ISSN: 2395-0072
© 2018, IRJET | Impact Factor value: 6.171 | ISO 9001:2008 Certified Journal | Page 1972
Iterative approach is to be followed during the course of the
completion of the project. These iterations can be briefly
explained as: -
Iteration 1 -Data Collection using Gamification
In this step, the score is generated by answering all the
questions in the game and that data along with the ID of the
student will be used as the input in the next iteration.
Iteration 2- Data preprocessing and Analysis
Here, data preprocessing will take place. Noisy data,
inconsistent data will be standardized, and clustering will
take place using data mining tool. Clusters of students with
similar characteristicswill be generated and displayedusing
Tableau tool.
Iteration 3 - Faculty Feedback system after clustering
In this step, as soon as the scores are generated, and
clustering is done, there will be input taken from the faculty
from the improving the learning or knowledgeofthechapter
for different variety of students.
4. PROPOSED TECHNOLOGY USAGE
1. Gamification Project will be a Web Based
application.2D game engines like pixi.js and
babylon.js will be used for game rendering. These
game engines are suitable for rendering games on
web applications. Also, gamesalad.com will be used
for making the user interface of the game as a web
application.
2. Content management service likeDrupal to be used
because of itsopen source nature and the factthatit
is customizable as per ourrequirementsandcustom
APIs can be modelled.
3. Tableau data mining tool to be used as it has
enhanced visualization features.
4. Data Preparatory software to be used for data
preprocessing.
5. JavaScript API plugin to display result of Tableau in
web browser.
6. Amazon web services will be used to host our
project as they offer hosting at miniscule costs and
also offer wide variety of features like servers and
database support.
5. CONCLUSIONS
Impact of Gamified Learning in today’s education sector
especially in the STEM (Science TechnologyEngineeringand
Mathematics) subjects has been observed to grow
exponentially. With the online educationaldatagrowingday
by day, the education industry is moving towardsa Big Data
explosion. New technologies and extensive research in this
domain will help enhance the education experience for
learners.
REFERENCES
[1] Bernik, A., Radoseviˇc,´ D., & Bubas,ˇ G. (2017).
Introducing gamification into e-learning university
courses. In 40th jubilee international convention-mipro
2017.
[2] Cechetti, N. P., Biduki, D., & De Marchi, A. C. B. (2017).
Gamification strategiesfor mobile device applications:A
systematic review. In Information systems and
technologies (cisti), 2017 12th Iberian conference on
(pp. 1–7).
[3] Fraser, G. (2017). Gamification of software testing. In
Proceedings of the 12th international workshop on
automation of software testing (pp. 2–7).
[4] Muntean, C. I. (2011). Raising engagement in e-learning
through gamification. In Proc. 6th international
conference on virtual learning icvl (pp. 323–329).
[5] Wen, M.-H. (2017). Applying gamification and social
network techniques to promote health activities. In
Applied system innovation (icasi), 2017 international
conference on (pp. 531–534).
[6] Yue, W. S., & Ying, C. Y. (2017). The evaluation study of
gamification approach in Malaysian history learning via
mobile game application. In Advanced learning
technologies (icalt), 2017 IEEE 17th international
conference on (pp. 150–152).

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IRJET- Clustering Students through Data Mining and Gamified Learning

  • 1. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 05 Issue: 03 | Mar-2018 www.irjet.net p-ISSN: 2395-0072 © 2018, IRJET | Impact Factor value: 6.171 | ISO 9001:2008 Certified Journal | Page 1970 CLUSTERING STUDENTS THROUGH DATA MINING AND GAMIFIED LEARNING Abhishek Bhave1, Mayank Mirani2, Kedar Mane3, Prof. Deepali Nayak4 1, 2, 3 Final year (B.E) students, Department of Information Technology, Vidyalankar Institute of Technology (Affiliated to Mumbai University) Mumbai, India 4 Assistant Professor, Department of Information Technology, Vidyalankar Institute of Technology (Affiliated to Mumbai University) Mumbai, India ---------------------------------------------------------------------***--------------------------------------------------------------------- Abstract - Gamified learning is an educational approachto motivate students to learn by using game design and game elements in learning environments and to maximize engagement through capturing the interest of learners and inspire them to continue learning. Gaming is a popular pastime and 40% of Indian teenagers tend to play for more than 6 hours per week. Currently, less than 10 % of Indian corporates use gamification actively and fewer than 3 % education institutes make use of gamification. However, it is a domain that is readily sought after, and much scope is present in this sector. E-learning industry is growing rapidly and will continue to do so in the next 10-20 years [1]. Educational data mining [EDM] is one of the solutions to improving learning and grasping power of students on a broaderscaleratherthan being confined to an individual student’s level. Analysis on learner’s behaviour, prediction on future results, cognitive learning and level of fundamental knowledge acquired are some of the major analysis done on E-learning data. This project aims to create a game for students whichtheyplayand thus faculty get the appropriate data about student’s skill, weak and strong areas so as to personalize learning for every student and to improve learning experience. Key Words: Gamification; personalization; education; evaluation; analysis; student; faculty; game engine; game; data mining; clustering 1. INTRODUCTION The gamification of learning is an educational approach to motivate students to learn by using online web-basedgames in learning environments. The main intention of the project is to maximize enjoyment and engagement through capturing the interest of learners and inspiring them to continue learning. We plan to cluster the studentson the basisof the score they generate taking help of a fun game and simultaneously analyze them based on their performance and provide suitable recommendations. [2] This paper contains a systematic approach ofclusteringwith help of educational data mining, learning analytics and gamified learning. 1.1 AIM & OBJECTIVE  The aim of our project is to improve learning and motivation of students through fun games / game- based environment and interactive sessions.  We also aim to create an innovative teaching - learning methodology. With focus strengths and weaknessesof studentsto giveone-to-oneattention during a course  The approach will also help for overall analysis of student potential on a concept by using data clustering/ mining algorithms and providing the students feedback on their knowledge of the subject.  The objective is to streamline manual data generated in the educational sector and extract meaningful patterns for process improvement  The expected outcome is to provide recommendations to the students and faculties to personalize teaching-learning process and reap maximum benefits. 2. PROBLEM STATEMENT & SCOPE Data in educational sector is readily available but there has not been enough analysis done on that available data. There is a dearth of student teacher interaction and motivationfor learning. Improving student teacher interactionandthereby introducing new teaching methodologies and ideas. Learning experience and personalized learning is thefuture of education. Existing applications have not been able to integrate data mining analytics with gamification in learning. Also, many projects have tried to achieve common integration in gamification with data mining. Also, all existing educational data mining applications and systems are rudimentary in nature and not capable to achieve appropriate evaluation and gamification. Improving learning experience and personalizationinlearningrequires innovative solutions and gamification is one such solution. This project will mainly involve students who are to be taught and teachers in a supervisory role.
  • 2. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 05 Issue: 03 | Mar-2018 www.irjet.net p-ISSN: 2395-0072 © 2018, IRJET | Impact Factor value: 6.171 | ISO 9001:2008 Certified Journal | Page 1971 The scope of this project mainly revolves around: 1. Data Analysis This project aims to do clustering of data that is generated from gamification. As a result of clustering, we hope to establish baseline clusters to evaluate performance of students on the game. 2. Evaluation One of the goals of this project is to evaluate the standard or skills of a student with the use of gamification. Here the student is asked to complete a game depending on the course that is taught and on the basis of that clustering is done. [6] 3. Recommendation In this system, once the clustering of students is done according to the score of the game, recommendation will be given to the students as per their score. 3. PROPOSED SYSTEM The proposed system will be a web-based applicationwhich will have different modules for students to play as part of gamification. The application essentially has 3 main blocks or components. They are student, faculty and lastlythegame aspect of the application. The game component of the application involves game architecture, game design as well as the game engines to be used. This will be the framework which will run the game asis essentially the most important part of the application. The other blocks or components of the web-based system are the student and the faculty. The student will be first required to register using credentials and then select the appropriate module he/she is studying. The student will then play and complete the game after which scores will be generated using weights and clustering of students will be done according to appropriate score. Once evaluation and clustering has been completed, the student will be given the appropriate resources to study and improve their skill. Figure 1: Block diagram of system The block diagram contains the following information: 1. Student: - The student block contains register, select module, play game, cluster the students, student analysis. 1a. Register: - Every student must register in order to play the game. 1b. Select Module: - Student must select the module based on which the game will be played. 1c. Play game: - This will redirect to the Game block where the game will be played, and result will be stored. d. Cluster the Students: - The studentswithsimilarscore will be clustered together. 1e. Student analysis: - Students will be analyzed based on their score and suitable recommendations will be given on the aspects of the module. 2. Faculty: - The faculty receives the clustered data from the students’ performance based on the way they play the game and the faculty also provides with feedback. 2a. Forecasting prediction as per analysis: - Here the clustered data of students is provided to the faculty which can be easily analyzed. 2b. Feedback: - The Faculty then can provide with suitable feedback to an individual based on their performance and motivate them to excel in the module. Assignments/ evaluations can be customized as per the potential of studentsi.e. posing challenging questionsto students with high score and giving extra attention to students with a low score [4] 3. Game: - This contains the game design and the game engine which connects the students with the game. 3a. Game: - The game should be such that catches the eye of the students that are eventually going to play it. To deal with games means the game design should be spot on hence we plan to use interactive and entertaining games like puzzles, crosswords, pictorials, etc. to help students inculcate with the game and us to cluster them properly and provide suitable feedback 3b. Game Engine: - The game engine needs to very fast and responsivehence we are planning tousepixi.jsand Babylon.js for game rendering and gamesalad.com as the prime user interface of the game application.
  • 3. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 05 Issue: 03 | Mar-2018 www.irjet.net p-ISSN: 2395-0072 © 2018, IRJET | Impact Factor value: 6.171 | ISO 9001:2008 Certified Journal | Page 1972 Iterative approach is to be followed during the course of the completion of the project. These iterations can be briefly explained as: - Iteration 1 -Data Collection using Gamification In this step, the score is generated by answering all the questions in the game and that data along with the ID of the student will be used as the input in the next iteration. Iteration 2- Data preprocessing and Analysis Here, data preprocessing will take place. Noisy data, inconsistent data will be standardized, and clustering will take place using data mining tool. Clusters of students with similar characteristicswill be generated and displayedusing Tableau tool. Iteration 3 - Faculty Feedback system after clustering In this step, as soon as the scores are generated, and clustering is done, there will be input taken from the faculty from the improving the learning or knowledgeofthechapter for different variety of students. 4. PROPOSED TECHNOLOGY USAGE 1. Gamification Project will be a Web Based application.2D game engines like pixi.js and babylon.js will be used for game rendering. These game engines are suitable for rendering games on web applications. Also, gamesalad.com will be used for making the user interface of the game as a web application. 2. Content management service likeDrupal to be used because of itsopen source nature and the factthatit is customizable as per ourrequirementsandcustom APIs can be modelled. 3. Tableau data mining tool to be used as it has enhanced visualization features. 4. Data Preparatory software to be used for data preprocessing. 5. JavaScript API plugin to display result of Tableau in web browser. 6. Amazon web services will be used to host our project as they offer hosting at miniscule costs and also offer wide variety of features like servers and database support. 5. CONCLUSIONS Impact of Gamified Learning in today’s education sector especially in the STEM (Science TechnologyEngineeringand Mathematics) subjects has been observed to grow exponentially. With the online educationaldatagrowingday by day, the education industry is moving towardsa Big Data explosion. New technologies and extensive research in this domain will help enhance the education experience for learners. REFERENCES [1] Bernik, A., Radoseviˇc,´ D., & Bubas,ˇ G. (2017). Introducing gamification into e-learning university courses. In 40th jubilee international convention-mipro 2017. [2] Cechetti, N. P., Biduki, D., & De Marchi, A. C. B. (2017). Gamification strategiesfor mobile device applications:A systematic review. In Information systems and technologies (cisti), 2017 12th Iberian conference on (pp. 1–7). [3] Fraser, G. (2017). Gamification of software testing. In Proceedings of the 12th international workshop on automation of software testing (pp. 2–7). [4] Muntean, C. I. (2011). Raising engagement in e-learning through gamification. In Proc. 6th international conference on virtual learning icvl (pp. 323–329). [5] Wen, M.-H. (2017). Applying gamification and social network techniques to promote health activities. In Applied system innovation (icasi), 2017 international conference on (pp. 531–534). [6] Yue, W. S., & Ying, C. Y. (2017). The evaluation study of gamification approach in Malaysian history learning via mobile game application. In Advanced learning technologies (icalt), 2017 IEEE 17th international conference on (pp. 150–152).