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Title: | Automated game calibration using A.I. |
Authors: | D’Amato, Matthew (2023) |
Keywords: | Educational games Social media Artificial intelligence |
Issue Date: | 2023 |
Citation: | D'Amato, M. (2023). Automated game calibration using A.I. (Bachelor's dissertation). |
Abstract: | The education sector plays a critical role in society, but it often faces challenges in maintaining student engagement. Traditional classroom lessons can seem dull, leaving students unmotivated to study independently. Gamification presents a promising solution to this issue, offering a more captivating educational experience. Although over 60% of teachers surveyed are only vaguely familiar with gamification, its popularity is rising to the point where over 95% of students surveyed mentioned how they believe gamification would help student engagement. Meanwhile, artificial intelligence continues to advance rapidly, creating new opportunities and innovations. It allows for more adaptive systems and is a quickly growing area of interest to many. Social media has proven to be highly engaging, with 90% of the sixty-five students surveyed using it multiple times a day. In the study presented here, we explore the potential of combining gamification, artificial intelligence, and social media to enhance the appeal of educational games. By incorporating strategies from social media, such as growth hacking, identity prestige, community building, and personalization, we aim to increase user engagement. Additionally, we propose integrating a self-calibrating, or automated game calibration system that utilizes learning algorithms to adapt to individual preferences and skill levels. When asked, over 90% of the teachers surveyed further stated that they believe social media techniques would further user engagement. This research aims to create an educational game that harnesses the power of social media and gamification techniques to boost user interest and promote sustained engagement. By achieving this, we hope to foster a more effective and enjoyable learning experience for students, paving the way for the broader adoption of gamification in education. In this way, we hope to further encourage the use of gamification in education and show that it encourages further engagement from students. |
Description: | B.Sc. IT (Hons)(Melit.) |
URI: | https://www.um.edu.mt/library/oar/handle/123456789/115285 |
Appears in Collections: | Dissertations - FacICT - 2023 Dissertations - FacICTAI - 2023 |
Files in This Item:
File | Description | Size | Format | |
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2308ICTICT390900015591_1.PDF Restricted Access | 4.45 MB | Adobe PDF | View/Open Request a copy |
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