NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 6 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Zhenchang Xia; Nan Dong; Jia Wu; Chuanguo Ma – IEEE Transactions on Learning Technologies, 2024
As an excellent means of improving students' effective learning, knowledge tracking can assess the level of knowledge mastery and discover latent learning patterns based on students' historical learning evaluation of related questions. The advantage of knowledge tracking is that it can better organize and adjust students' learning plans, provide…
Descriptors: Graphs, Artificial Intelligence, Multivariate Analysis, Prediction
Peer reviewed Peer reviewed
Direct linkDirect link
Ruiperez-Valiente, Jose A.; Kim, Yoon Jeon; Baker, Ryan S.; Martinez, Pedro A.; Lin, Grace C. – IEEE Transactions on Learning Technologies, 2023
Previous research and experiences have indicated the potential that games have in educational settings. One of the possible uses of games in education is as game-based assessments (GBA), using game tasks to generate evidence about skills and content knowledge that can be valuable. There are different approaches in the literature to implement the…
Descriptors: Affordances, Game Based Learning, Student Evaluation, Multivariate Analysis
Peer reviewed Peer reviewed
Direct linkDirect link
Nabizadeh, Amir Hossein; Goncalves, Daniel; Gama, Sandra; Jorge, Joaquim – IEEE Transactions on Learning Technologies, 2022
The main challenge in higher education is student retention. While many methods have been proposed to overcome this challenge, early and continuous feedback can be very effective. In this article, we propose a method for predicting student final grades in a course using only their performance data in the current semester. It assists students in…
Descriptors: College Students, Prediction, Grades (Scholastic), Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Barata, Gabriel; Gama, Sandra; Jorge, Joaquim; Gonçalves, Daniel – IEEE Transactions on Learning Technologies, 2016
State of the art research shows that gamified learning can be used to engage students and help them perform better. However, most studies use a one-size-fits-all approach to gamification, where individual differences and needs are ignored. In a previous study, we identified four types of students attending a gamified college course, characterized…
Descriptors: Prediction, Performance, Profiles, Games
Peer reviewed Peer reviewed
Direct linkDirect link
Mejia, Carolina; Florian, Beatriz; Vatrapu, Ravi; Bull, Susan; Gomez, Sergio; Fabregat, Ramon – IEEE Transactions on Learning Technologies, 2017
Existing tools aim to detect university students with early diagnosis of dyslexia or reading difficulties, but there are not developed tools that let those students better understand some aspects of their difficulties. In this paper, a dashboard for visualizing and inspecting early detected reading difficulties and their characteristics, called…
Descriptors: Clinical Diagnosis, Dyslexia, Visualization, Metacognition
Peer reviewed Peer reviewed
Direct linkDirect link
Tempelaar, Dirk T.; Rienties, Bart; Nguyen, Quan – IEEE Transactions on Learning Technologies, 2017
Studies in the field of learning analytics (LA) have shown students' demographics and learning management system (LMS) data to be effective identifiers of "at risk" performance. However, insights generated by these predictive models may not be suitable for pedagogically informed interventions due to the inability to explain why students…
Descriptors: Student Behavior, Integrated Learning Systems, Personality, Educational Research