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21 pages, 1152 KiB  
Systematic Review
A Systematic Review of the Impact of Emerging Technologies on Student Learning, Engagement, and Employability in Built Environment Education
by Amir Naser Ghanbaripour, Nima Talebian, Dane Miller, Roksana Jahan Tumpa, Weiwei Zhang, Mehdi Golmoradi and Martin Skitmore
Buildings 2024, 14(9), 2769; https://doi.org/10.3390/buildings14092769 - 3 Sep 2024
Viewed by 7718
Abstract
This paper presents a systematic literature review of the impact of emerging technologies such as Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), and gamification on student engagement, learning outcomes, and employability in Built Environment (BE) education. This review covers studies conducted [...] Read more.
This paper presents a systematic literature review of the impact of emerging technologies such as Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), and gamification on student engagement, learning outcomes, and employability in Built Environment (BE) education. This review covers studies conducted between 2013 and 2023, utilizing the Preferred Reporting Items for Systematic Reviews and Meta-analyses (PRISMA) framework. From an initial pool of 626 studies, 61 were identified and rigorously analyzed. The findings reveal that these technologies significantly enhance student engagement by providing immersive and interactive learning experiences that bridge the gap between theoretical knowledge and practical application. Furthermore, their use is shown to improve learning outcomes by facilitating a deeper understanding of complex concepts and increasing student motivation. In terms of employability, the integration of digital tools into BE education equips students with the requisite skills that are increasingly demanded in the modern workplace. However, the study also identifies several challenges, including high costs, limited resources, and the need for extensive faculty training, which act as barriers to the effective implementation of these technologies. Despite these challenges, this review underscores the transformative potential of digital technologies in BE education. This study is significant as it synthesizes recent evidence to highlight the critical role of digital technologies in reshaping BE education. It offers practical recommendations for educators and policymakers to enhance teaching and learning practices. Providing pathways for integrating these technologies into BE curricula, this study aims to inform future research and pedagogical strategies, ultimately contributing to the development of a highly skilled and adaptable workforce. Full article
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<p>Research method following the PRISMA strategy (prepared by the authors).</p>
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<p>Annual publication trends between 2014 and 2023.</p>
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<p>Distribution of studies across different journals.</p>
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19 pages, 2187 KiB  
Article
Towards an Innovative Model for Cybersecurity Awareness Training
by Hamed Taherdoost
Information 2024, 15(9), 512; https://doi.org/10.3390/info15090512 - 23 Aug 2024
Viewed by 1726
Abstract
The rapid evolution of cybersecurity threats poses a significant challenge to organizations and individuals, necessitating strengthening defense mechanisms against malicious operations. Amidst this ever-changing environment, the importance of implementing efficacious cybersecurity awareness training has escalated dramatically. This paper presents the Integrated Cybersecurity Awareness [...] Read more.
The rapid evolution of cybersecurity threats poses a significant challenge to organizations and individuals, necessitating strengthening defense mechanisms against malicious operations. Amidst this ever-changing environment, the importance of implementing efficacious cybersecurity awareness training has escalated dramatically. This paper presents the Integrated Cybersecurity Awareness Training (iCAT) model, which leverages knowledge graphs, serious games, and gamification to enhance cybersecurity training. The iCAT model’s micro-learning module increases flexibility and accessibility, while real-time progress monitoring and adaptive feedback ensure effective learning outcomes. Evaluations show improved participant engagement and knowledge retention, making iCAT a practical and efficient solution for cybersecurity challenges. With an emphasis on adaptability and applicability, iCAT provides organizations in search of accessible and efficient cybersecurity awareness training with a streamlined approach. Full article
(This article belongs to the Special Issue Cybersecurity, Cybercrimes, and Smart Emerging Technologies)
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<p>Selection process for model/framework evaluation.</p>
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<p>Design steps for the iCAT framework.</p>
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<p>iCAT framework—serious game integration.</p>
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<p>Knowledge Graph Component interaction in cybersecurity training.</p>
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<p>Micro-learning module workflow.</p>
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<p>iCAT framework.</p>
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20 pages, 2534 KiB  
Article
Testing the Quality of the Mobile Application Interface Using Various Methods—A Case Study of the T1DCoach Application
by Marek Milosz, Małgorzata Plechawska-Wójcik and Mariusz Dzieńkowski
Appl. Sci. 2024, 14(15), 6583; https://doi.org/10.3390/app14156583 - 27 Jul 2024
Viewed by 865
Abstract
The T1DCoach mobile application is designed to educate patients—children with type 1 diabetes (T1D) and their caregivers and diabetes educators. The idea behind the mobile application is that its users perform actions that the patient needs to perform in real life. These include [...] Read more.
The T1DCoach mobile application is designed to educate patients—children with type 1 diabetes (T1D) and their caregivers and diabetes educators. The idea behind the mobile application is that its users perform actions that the patient needs to perform in real life. These include measuring blood glucose levels, operating the insulin pump, meal calculation, bolus administration, etc. These in-application activities are performed on the patient’s digital twin. To increase user engagement, gamification elements have been implemented in the application. An important element of the T1DCoach mobile application is its interface, which should be adapted to very different groups of users: children, their caregivers and educators. In addition to presenting the T1DCoach application, the paper presents the stage examining the quality of the interface using three research groups: children, their caregivers and educators. The research was conducted using the scenario method, using eye-tracking, recording activities and thinking aloud. After the application testing sessions, surveys were carried out using the System Usability Scale method and focus group interviews were conducted. The research results are presented in the article along with the most important recommendations for improving the application interface. Full article
(This article belongs to the Special Issue Application of Information Systems)
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<p>Selected T1DCoach application screens (in order from the left)—main, meal composition, insulin pump operation, glycemia measurement and CGM result (two lines indicate the normal glycemia levels).</p>
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<p>Study workflow.</p>
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<p>Content of scenario S3—Serving a meal preceded by a bolus.</p>
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<p>Test stand.</p>
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<p>The application testing session with data acquisition using an eye tracker.</p>
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<p>Examples of scan paths during scenario implementation (descriptions in the text).</p>
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<p>Avatar selection screen with an implemented male avatar of a T1D patient (on the left) and the full form of MIKI (on the right)—implementation of one of the recommendations.</p>
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16 pages, 1196 KiB  
Systematic Review
Impact of Gamification on Motivation and Academic Performance: A Systematic Review
by Lorena Jaramillo-Mediavilla, Andrea Basantes-Andrade, Marcos Cabezas-González and Sonia Casillas-Martín
Educ. Sci. 2024, 14(6), 639; https://doi.org/10.3390/educsci14060639 - 13 Jun 2024
Cited by 4 | Viewed by 27103
Abstract
This study aims to examine the existing evidence on gamification in educational settings, highlighting its impact on motivation and academic performance. Methodologically, a Systematic Literature Review (SLR) was developed under the PRISMA statement criteria using three multidisciplinary databases: Web of Science, Scopus, and [...] Read more.
This study aims to examine the existing evidence on gamification in educational settings, highlighting its impact on motivation and academic performance. Methodologically, a Systematic Literature Review (SLR) was developed under the PRISMA statement criteria using three multidisciplinary databases: Web of Science, Scopus, and Scielo. According to the inclusion, exclusion, and quality criteria, it was determined to include 9 SLR articles on gamification that address at least one of the two key variables: student motivation or academic performance. The articles were published between 2016 and 2022, available in open access, written in English or Spanish, and with content that is directly related to the research questions. The results reveal that gamification significantly influences motivation by facilitating the assimilation of knowledge, the improvement of skills and academic competencies of students, and specifically refers to a wide range of capabilities that are essential for success in the educational environment and that can be enhanced through playful and interactive learning experiences. These skills can be cognitive, self-learning, social, or collaborative, among others. It is concluded that creativity and adaptability are key to successfully implementing gamification in the classroom. Full article
(This article belongs to the Special Issue The Power of Play: Gamification for Engaging and Effective Learning)
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<p>PRISMA Flow chart.</p>
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<p>RSL articles were published from 2016 to June 2023.</p>
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<p>RSL articles published by country.</p>
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16 pages, 3472 KiB  
Article
Incorporating Evidence-Based Gamification and Machine Learning to Assess Preschool Executive Function: A Feasibility Study
by Cassondra M. Eng, Aria Tsegai-Moore and Anna V. Fisher
Brain Sci. 2024, 14(5), 451; https://doi.org/10.3390/brainsci14050451 - 30 Apr 2024
Viewed by 1553
Abstract
Computerized assessments and digital games have become more prevalent in childhood, necessitating a systematic investigation of the effects of gamified executive function assessments on performance and engagement. This study examined the feasibility of incorporating gamification and a machine learning algorithm that adapts task [...] Read more.
Computerized assessments and digital games have become more prevalent in childhood, necessitating a systematic investigation of the effects of gamified executive function assessments on performance and engagement. This study examined the feasibility of incorporating gamification and a machine learning algorithm that adapts task difficulty to individual children’s performance into a traditional executive function task (i.e., Flanker Task) with children ages 3–5. The results demonstrated that performance on a gamified version of the Flanker Task was associated with performance on the traditional version of the task and standardized academic achievement outcomes. Furthermore, gamification grounded in learning science and developmental psychology theories applied to a traditional executive function measure increased children’s task enjoyment while preserving psychometric properties of the Flanker Task. Overall, this feasibility study indicates that gamification and adaptive machine learning algorithms can be successfully incorporated into executive function assessments with young children to increase enjoyment and reduce data loss with developmentally appropriate and intentional practices. Full article
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<p>Gamified Flanker narrative, instructions, feedback, and progress. Gamification features were illustrated and developed by the first author.</p>
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<p>Gamified Assessment mean (<b>A</b>) accuracy and (<b>B</b>) reaction time on incongruent trials were correlated with performance on the traditional measure of executive function. Shaded regions represent the 95% confidence interval of the prediction line. Data points are displayed by the age bracket of participants to visualize developmental differences in performance. Note: RT = reaction time in milliseconds.</p>
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<p>Scatterplots of Flanker Task and Gamified Assessment Performance with Standardized Wechsler Preschool and Primary Scale of Intelligence (WPPSI-P) Academic Achievement Scores. Positive associations were found between the mean Accuracy of both Conditions and (<b>A</b>) Verbal and (<b>B</b>) Math Scores. Negative associations were found between the mean Reaction Time of both Conditions and (<b>C</b>) Verbal (<b>D</b>) Math Scores. Shaded regions represent the 95% confidence interval of the prediction line.</p>
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<p>The density plot displays how children rated the gamified assessment as more enjoyable than the traditional Flanker Task. Density plots use kernel smoothing to estimate a real valued function as the weighted average of neighboring observed data [<a href="#B65-brainsci-14-00451" class="html-bibr">65</a>]. The dot plot displays individual differences of enjoyment for the traditional Flanker and Gamified Conditions.</p>
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<p>Regardless of order, 80% of the children preferred the gamified executive function task over the traditional executive function task.</p>
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12 pages, 726 KiB  
Article
Student Player Types in Higher Education—Trial and Clustering Analyses
by Lea C. Brandl and Andreas Schrader
Educ. Sci. 2024, 14(4), 352; https://doi.org/10.3390/educsci14040352 - 27 Mar 2024
Cited by 1 | Viewed by 941
Abstract
In the context of the ongoing transformation in education, new learning methods, as well as new technologies, and therefore new forms of interactions are challenging higher education. This challenge can be addressed through ambient learning management systems that adapt to the student in [...] Read more.
In the context of the ongoing transformation in education, new learning methods, as well as new technologies, and therefore new forms of interactions are challenging higher education. This challenge can be addressed through ambient learning management systems that adapt to the student in the presentation and preparation of course materials. For educational games offered in such systems, this means that the game mechanics should be adapted to the student. To narrow down the sum of mechanics to the amount that is relevant for students, player types can be identified. This paper investigates the player types among students at the University of Lübeck. The characteristics of all player types of Marczewski’s Gamification User Types Hexad Framework are considered using a clustering method for the analysis. The result is three profiles with different characteristics of player types. For each of the profiles, mechanics are suggested which can be used for the respective profile. Thus, educational games can be more easily and automatically adapted to player type. Full article
(This article belongs to the Section Higher Education)
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<p>Results of the clustering process. First player profile in the different disciplines.</p>
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<p>Results of the clustering process. Second player profile in the different disciplines.</p>
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<p>Results of the clustering process. Third player profile in the different disciplines.</p>
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<p>Player profiles assigned player types and the associated game mechanics. Solid lines between mechanics are proposed relationships by Marczewski [<a href="#B21-education-14-00352" class="html-bibr">21</a>], dotted lines are relationships established by Krath and von Korflesch [<a href="#B22-education-14-00352" class="html-bibr">22</a>] or Tondello et al. [<a href="#B20-education-14-00352" class="html-bibr">20</a>].</p>
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19 pages, 2078 KiB  
Article
Toward an Enterprise Gamification System to Motivate Human Resources in IT Companies
by Carolina Ribeiro, Igor Fernandes and Filipe Portela
Information 2024, 15(1), 26; https://doi.org/10.3390/info15010026 - 2 Jan 2024
Cited by 1 | Viewed by 2002
Abstract
In the age of Industry 4.0, competition between companies is becoming increasingly intense, and companies are turning to trends that aim to improve overall performance. Accordingly, the company ITEK decided to create a global gamification mechanism focused on motivating employees and encouraging them [...] Read more.
In the age of Industry 4.0, competition between companies is becoming increasingly intense, and companies are turning to trends that aim to improve overall performance. Accordingly, the company ITEK decided to create a global gamification mechanism focused on motivating employees and encouraging them to perform their tasks in order to obtain incentives. For the construction and development of this mechanism, design science research and the 6D approach to gamification were used as methodologies, including tools from the aforementioned company that can be adapted to cloud tools in future applications. With this in mind, as a result, a base artifact with potential for future implementation can be shown, having interoperability and integrity for possible changes in companies with similar needs, an architecture related to the matter, and a proof of concept, proving that is possible to implement the solution in a real-world context. This article serves as a beacon to bring practical examples to the scientific and business community that can enrich and give light to new applications related to the themes of gamification, cloud, and human resources. As such, it can be expected that the next steps will include the application of the gamification model in the company ITEK, the documentation of its application, its results for employees, and the overall performance of the company. As a result and as proof of concept, an architecture was developed that allows for the integration of eight tools and 12 rules created for the gamification model. Full article
(This article belongs to the Section Internet of Things (IoT))
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<p>The design science research process (DSRP) model. Adapted from [<a href="#B28-information-15-00026" class="html-bibr">28</a>].</p>
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<p>The 6D approach to gamification. Adapted from [<a href="#B29-information-15-00026" class="html-bibr">29</a>].</p>
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<p>Process flow diagram.</p>
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<p>Gamification model implementation diagram.</p>
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<p>Gamification model architecture.</p>
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<p>Chatbot Chat.</p>
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21 pages, 9225 KiB  
Article
Train vs. Play: Evaluating the Effects of Gamified and Non-Gamified Wheelchair Skills Training Using Virtual Reality
by Chantal Zorzi, Luma Tabbaa, Alexandra Covaci, Konstantinos Sirlantzis and Gianluca Marcelli
Bioengineering 2023, 10(11), 1269; https://doi.org/10.3390/bioengineering10111269 - 31 Oct 2023
Cited by 1 | Viewed by 1893
Abstract
This study compares the influence of a gamified and a non-gamified virtual reality (VR) environment on wheelchair skills training. In specific, the study explores the integration of gamification elements and their influence on wheelchair driving performance in VR-based training. Twenty-two non-disabled participants volunteered [...] Read more.
This study compares the influence of a gamified and a non-gamified virtual reality (VR) environment on wheelchair skills training. In specific, the study explores the integration of gamification elements and their influence on wheelchair driving performance in VR-based training. Twenty-two non-disabled participants volunteered for the study, of whom eleven undertook the gamified VR training, and eleven engaged in the non-gamified VR training. To measure the efficacy of the VR-based wheelchair skills training, we captured the heart rate (HR), number of joystick movements, completion time, and number of collisions. In addition, an adapted version of the Wheelchair Skills Training Program Questionnaire (WSTP-Q), the Igroup Presence Questionnaire (IPQ), and the Simulator Sickness Questionnaire (SSQ) questionnaires were administered after the VR training. The results showed no differences in wheelchair driving performance, the level of involvement, or the ratings of presence between the two environments. In contrast, the perceived cybersickness was statistically higher for the group of participants who trained in the non-gamified VR environment. Remarkably, heightened cybersickness symptoms aligned with increased HR, suggesting physiological connections. As such, while direct gamification effects on the efficacy of VR-based wheelchair skills training were not statistically significant, its potential to amplify user engagement and reduce cybersickness is evident. Full article
(This article belongs to the Special Issue Bioengineering for Physical Rehabilitation)
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Graphical abstract
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<p>Flowchart of the study setup.</p>
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<p>Real-life environment. Image (<b>A</b>) represents the room where the maze task was performed. Image (<b>B</b>) represents where the forward slalom and backward slalom tasks were performed. Image (<b>C</b>) represents where the forward and backward tasks were performed.</p>
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<p>Real-life evaluation maze floorplan (not to scale).</p>
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<p>NoGame VR Training. Image (<b>A</b>) represents the room where the forward slalom test and backward slalom test were performed. Image (<b>B</b>) represents the room where the forward test was performed. Image (<b>C</b>) represents the room where the backward test was performed.</p>
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<p>Game VR training. Image (<b>A</b>) represents the room where the forward slalom test and backward slalom test were performed. Image (<b>B</b>) represents the room where the forward test was performed. Image (<b>C</b>) represents the room where the backward test was performed.</p>
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<p>NoGame VR and Game VR training floorplans. Image (<b>A</b>) represents the floorplan view of the NoGame VR training, and image (<b>B</b>) represents the floorplan view of the Game VR training. The image is not to scale.</p>
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<p>MPU-9250 sensor attached to the wheelchair’s joystick (Dx2-REM550/551) to control the VR System. Inset (<b>A</b>) shows the MPU-9250 sensor on the joystick. Inset (<b>B</b>) shows the ESP-32 microcontroller and the battery that powers it (housed in the yellow case), which is wired to the MPU-9250 sensor and wirelessly sends signals to the Microsoft PC.</p>
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<p>Session 2 real-life <span class="html-italic">L</span><sub>jm</sub> (proxy of the sum of joystick movement) for different tasks and groups. Task 1, forward; task 2, backward; task 3, slalom; task 4, backward slalom; task 5, maze.</p>
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<p>Session 2 real-life completion time. Figure legend: task 1, forward; task 2, backward; task 3, slalom; task 4, backward slalom; task 5, maze.</p>
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<p>IPQ results.</p>
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<p>HR batched by task. The error bars represent the confidence interval.</p>
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21 pages, 12154 KiB  
Article
Enhancing English Acquisition: Effects of among us Game-Based Gamification on Language Competence, Motivation, Attention, and Attitude towards the English Subject
by Irene Casanova-Mata
Educ. Sci. 2023, 13(11), 1094; https://doi.org/10.3390/educsci13111094 - 30 Oct 2023
Cited by 1 | Viewed by 2149
Abstract
This study aimed to ascertain if there was a significant impact on the acquisition of English language competence, motivation, attention, and emotions towards English as a Second Language (ESL) after the development of gamification based on the famous Among us game with primary [...] Read more.
This study aimed to ascertain if there was a significant impact on the acquisition of English language competence, motivation, attention, and emotions towards English as a Second Language (ESL) after the development of gamification based on the famous Among us game with primary education students aged 7–8 years (n = 24) from a state school in Ciudad Real (Castilla-La Mancha). An experimental method with a pretest–post-test design was considered, in which the control group followed a transmission instructional model, and the experimental group underwent an eight-session gamified experience using Information and Communication Technologies (ICT). Four ad hoc tests were designed and implemented to assess writing, reading, speaking, and listening skills, while various test adaptations were used to measure attention and motivation variables. The results show that gamification helped to improve the variables analyzed, showing significant enhancements in reading from the experimental group, as well as a more positive attitude towards the English subject, increased active participation, and fewer negative inclinations towards mistakes. The study suggests that incorporating gamification can have a positive impact on learning outcomes and may serve as a means of bridging linguistic inequalities and promoting equitable access to language learning opportunities. However, further research is necessary to explore the potential of gamification in this regard. Full article
(This article belongs to the Special Issue Digital Innovation in Education)
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<p>Attention test results for the pretest and post-test.</p>
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<p>Motivational assessment test results from the pretest and post-test.</p>
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<p>Linguistic competence test results for the pretest and post-test.</p>
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<p>QR codes for sources and materials used: (<b>a</b>) QR code for the <span class="html-italic">Amonglish us</span> presentation for students, (<b>b</b>) QR code for the extra worksheet for students, (<b>c</b>) QR code for the pretest–post-test tests for the <span class="html-italic">Amonglish us</span> didactic intervention, (<b>d</b>) QR code for the Right or wrong? game, (<b>e</b>) QR code for Game 1, (<b>f</b>) QR code for Game 2.</p>
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<p>Session 0 explanation and connection with the curriculum in force.</p>
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<p>Session 1 explanation and connection with the curriculum in force.</p>
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<p>Session 2 explanation and connection with the curriculum in force.</p>
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<p>Session 3 explanation and connection with the curriculum in force.</p>
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<p>Session 4 explanation and connection with the curriculum in force.</p>
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<p>Session 5 explanation and connection with the curriculum in force.</p>
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<p>Session 6 explanation and connection with the curriculum in force.</p>
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<p>Session 7 explanation and connection with the curriculum in force.</p>
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<p>Session 8 explanation and connection with the curriculum in force.</p>
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22 pages, 1783 KiB  
Article
FGPE+: The Mobile FGPE Environment and the Pareto-Optimized Gamified Programming Exercise Selection Model—An Empirical Evaluation
by Rytis Maskeliūnas, Robertas Damaševičius, Tomas Blažauskas, Jakub Swacha, Ricardo Queirós and José Carlos Paiva
Computers 2023, 12(7), 144; https://doi.org/10.3390/computers12070144 - 21 Jul 2023
Cited by 4 | Viewed by 3589
Abstract
This paper is poised to inform educators, policy makers and software developers about the untapped potential of PWAs in creating engaging, effective, and personalized learning experiences in the field of programming education. We aim to address a significant gap in the current understanding [...] Read more.
This paper is poised to inform educators, policy makers and software developers about the untapped potential of PWAs in creating engaging, effective, and personalized learning experiences in the field of programming education. We aim to address a significant gap in the current understanding of the potential advantages and underutilisation of Progressive Web Applications (PWAs) within the education sector, specifically for programming education. Despite the evident lack of recognition of PWAs in this arena, we present an innovative approach through the Framework for Gamification in Programming Education (FGPE). This framework takes advantage of the ubiquity and ease of use of PWAs, integrating it with a Pareto optimized gamified programming exercise selection model ensuring personalized adaptive learning experiences by dynamically adjusting the complexity, content, and feedback of gamified exercises in response to the learners’ ongoing progress and performance. This study examines the mobile user experience of the FGPE PLE in different countries, namely Poland and Lithuania, providing novel insights into its applicability and efficiency. Our results demonstrate that combining advanced adaptive algorithms with the convenience of mobile technology has the potential to revolutionize programming education. The FGPE+ course group outperformed the Moodle group in terms of the average perceived knowledge (M = 4.11, SD = 0.51). Full article
(This article belongs to the Special Issue Game-Based Learning, Gamification in Education and Serious Games 2023)
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<p>Pareto-optimized gamified programming task selection model.</p>
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<p>Implementation of the FGPE+ approach.</p>
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<p>Pareto-optimized gamified programming exercise selection.</p>
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<p>Results of questionnaire survey.</p>
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<p>User Experience Questionnaire: responses from study participants.</p>
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<p>Cross-country comparison of aggregated User Experience Questionnaire scores.</p>
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<p>Results of SCORM questionnaire survey.</p>
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20 pages, 985 KiB  
Article
Adaptive Gamification in Science Education: An Analysis of the Impact of Implementation and Adapted Game Elements on Students’ Motivation
by Alkinoos-Ioannis Zourmpakis, Michail Kalogiannakis and Stamatios Papadakis
Computers 2023, 12(7), 143; https://doi.org/10.3390/computers12070143 - 18 Jul 2023
Cited by 20 | Viewed by 9920
Abstract
In recent years, gamification has captured the attention of researchers and educators, particularly in science education, where students often express negative emotions. Gamification methods aim to motivate learners to participate in learning by incorporating intrinsic and extrinsic motivational factors. However, the effectiveness of [...] Read more.
In recent years, gamification has captured the attention of researchers and educators, particularly in science education, where students often express negative emotions. Gamification methods aim to motivate learners to participate in learning by incorporating intrinsic and extrinsic motivational factors. However, the effectiveness of gamification has yielded varying outcomes, prompting researchers to explore adaptive gamification as an alternative approach. Nevertheless, there needs to be more research on adaptive gamification approaches, particularly concerning motivation, which is the primary objective of gamification. In this study, we developed and tested an adaptive gamification environment based on specific motivational and psychological frameworks. This environment incorporated adaptive criteria, learning strategies, gaming elements, and all crucial aspects of science education for six classes of third-grade students in primary school. We employed a quantitative approach to gain insights into the motivational impact on students and their perception of the adaptive gamification application. We aimed to understand how each game element experienced by students influenced their motivation. Based on our findings, students were more motivated to learn science when using an adaptive gamification environment. Additionally, the adaptation process was largely successful, as students generally liked the game elements integrated into their lessons, indicating the effectiveness of the multidimensional framework employed in enhancing students’ experiences and engagement. Full article
(This article belongs to the Special Issue Game-Based Learning, Gamification in Education and Serious Games 2023)
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<p>The architecture of the adaptive gamification environment from the proposal of Zourmpakis et al. [<a href="#B31-computers-12-00143" class="html-bibr">31</a>].</p>
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<p>Water Cycle in-game environment.</p>
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22 pages, 7275 KiB  
Article
ChatGPT Challenges Blended Learning Methodologies in Engineering Education: A Case Study in Mathematics
by Luis M. Sánchez-Ruiz, Santiago Moll-López, Adolfo Nuñez-Pérez, José Antonio Moraño-Fernández and Erika Vega-Fleitas
Appl. Sci. 2023, 13(10), 6039; https://doi.org/10.3390/app13106039 - 14 May 2023
Cited by 68 | Viewed by 11623
Abstract
This research aims to explore the potential impact of the ChatGPT on b-learning methodologies in engineering education, specifically in mathematics. The study focuses on how the use of these artificial intelligence tools can affect the acquisition of critical thinking, problem-solving, and group work [...] Read more.
This research aims to explore the potential impact of the ChatGPT on b-learning methodologies in engineering education, specifically in mathematics. The study focuses on how the use of these artificial intelligence tools can affect the acquisition of critical thinking, problem-solving, and group work skills among students. The research also analyzes the students’ perception of the reliability, usefulness, and importance of these tools in academia. The study collected data through a survey of 110 students enrolled in a Mathematics I course in BEng Aerospace Engineering where a blended methodology, including flipped teaching, escape room gamification, problem-solving, and laboratory sessions and exams with a computer algebraic system were used. The data collected were analyzed using statistical methods and tests for significance. Results indicate students have quickly adopted ChatGPT tool, exhibiting high confidence in their responses (3.4/5) and general usage in the learning process (3.61/5), alongside a positive evaluation. However, concerns arose regarding the potential impact on developing lateral competencies essential for future engineers (2.8/5). The study concludes that the use of ChatGPT in blended learning methodologies poses new challenges for education in engineering, which requires the adaptation of teaching strategies and methodologies to ensure the development of essential skills for future engineers. Full article
(This article belongs to the Special Issue Applications of Artificial Intelligence and Machine Learning in Games)
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<p>Images of different games and quizzes designed with RPG Maker. Maps are modifications of RPG Maker MZ library.</p>
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<p>ChatGPT word cloud from recent literature [<a href="#B2-applsci-13-06039" class="html-bibr">2</a>,<a href="#B12-applsci-13-06039" class="html-bibr">12</a>,<a href="#B13-applsci-13-06039" class="html-bibr">13</a>,<a href="#B14-applsci-13-06039" class="html-bibr">14</a>,<a href="#B15-applsci-13-06039" class="html-bibr">15</a>,<a href="#B16-applsci-13-06039" class="html-bibr">16</a>,<a href="#B17-applsci-13-06039" class="html-bibr">17</a>,<a href="#B18-applsci-13-06039" class="html-bibr">18</a>,<a href="#B19-applsci-13-06039" class="html-bibr">19</a>,<a href="#B20-applsci-13-06039" class="html-bibr">20</a>,<a href="#B21-applsci-13-06039" class="html-bibr">21</a>,<a href="#B22-applsci-13-06039" class="html-bibr">22</a>,<a href="#B23-applsci-13-06039" class="html-bibr">23</a>] generated by Nubedepalabras (accessed on 5 May 2023) [<a href="#B76-applsci-13-06039" class="html-bibr">76</a>].</p>
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31 pages, 1075 KiB  
Review
Serious Games and Gamification in Healthcare: A Meta-Review
by Robertas Damaševičius, Rytis Maskeliūnas and Tomas Blažauskas
Information 2023, 14(2), 105; https://doi.org/10.3390/info14020105 - 7 Feb 2023
Cited by 57 | Viewed by 17095
Abstract
A serious game is a type of game that is designed for a primary purpose other than entertainment. Instead, serious games are intended to achieve specific goals, such as education, training, or health promotion. The goal of serious games is to engage players [...] Read more.
A serious game is a type of game that is designed for a primary purpose other than entertainment. Instead, serious games are intended to achieve specific goals, such as education, training, or health promotion. The goal of serious games is to engage players in a way that is both enjoyable and effective in achieving the intended learning or behavior change outcomes. Recently, several systematic reviews on the development and application of serious games and on the application of gamification techniques have been published, which indicate high activity and ongoing progress in this area of research. Such an extensive body of review papers raises the need to analyze and extract the current state and the prevailing trends of the serious games and gamification (SGG) domain by analyzing and summarizing the systematic review articles. This study presents a systematic meta-review, i.e., a review of the 53 survey papers on the domain of serious games and gamification. The systematic review follows the PRISMA guidelines, while constructive and cross-sectional methods are used to analyze and present the results. Finally, this study identifies the future trends and challenges for the domain. As a result, the meta-review helps the reader to quickly assess the present status of SGG and serves as a reference for finding further information on each technology utilized in SGG. Using the criterion of the citations, the meta-review analysis provides insight into the quantity and academic relevance of the published SGG articles. Moreover, 53 articles published in journals were selected as important surveys in the research field. The study found that serious games and gamification techniques are increasingly being used for a wide range of health conditions and the focus is shifting towards the use of mobile and digital platforms, virtual reality, and machine learning to personalize and adapt interventions. The existing research gaps include the lack of standardization in development and evaluation, insufficient understanding of underlying mechanisms of action, limited understanding of integration into existing healthcare systems, limited understanding of specific game mechanics and design elements for promoting health behaviors, and limited research on scalability, adoption, and long-term effects. These research gaps highlight the need for further research to fully understand the potential and limitations of serious games and gamification for health and how to effectively apply them. Full article
(This article belongs to the Special Issue Cloud Gamification 2021 & 2022)
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<p>PRISMA flowchart of the review selection process.</p>
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<p>Scopus search results using Scopus collection database: Left: number of publications from 2017 to 2021. Right: Citation report of these publications throughout the years.</p>
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<p>Most common terms used in keyword abstracts.</p>
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19 pages, 4343 KiB  
Article
Evaluating Learner Engagement with Gamification in Online Courses
by Anna Puig, Inmaculada Rodríguez, Álex Rodríguez and Ianire Gallego
Appl. Sci. 2023, 13(3), 1535; https://doi.org/10.3390/app13031535 - 24 Jan 2023
Cited by 5 | Viewed by 2757
Abstract
Several reasons underlie the low retention rates in MOOCs. These reasons can be analysed from different perspectives, either in terms of the course design or the enrolled students. On the student side, we find little social interaction, boredom, tiredness, and a lack of [...] Read more.
Several reasons underlie the low retention rates in MOOCs. These reasons can be analysed from different perspectives, either in terms of the course design or the enrolled students. On the student side, we find little social interaction, boredom, tiredness, and a lack of motivation and time. These challenges can be addressed by adaptive gamification that proposes the design of personalised, hedonic learning experiences. Studies to date have adopted either the one-fits-all approach or the adaptive approach. Nevertheless, the adaptive solutions have considered a static player profile throughout the entire experience. This paper presents the design and evaluation of a dynamic adaptive gamification approach which—based on students’ interactions with game elements and also their opinions about these elements—dynamically updates the students’ player profile to better figure out which game elements suit them. We evaluated the engagement of students with gamification elements by means of a course composed of a knowledge "pill" related to the topic of “recycling plastics from the sea”, offered through the nanoMOOCs learning platform. We propose metrics such as the mean number of interactions with the gamification dashboard, the time spent by participants with game elements, and the opinions of students about these elements to compare the Dynamic Adaptive Gamification (DynamicAG) and the Static Adaptive (StaticAG) approaches. An experimental study with 66 high school students showed significant differences between both approaches. Specifically, the DynamicAG group spent twice as much time with the Dashboard than the StaticAG group. Moreover, students in the DynamicAG group were more engaged with game elements (mean number of interactions = 12.13) than those in the StaticAG group (mean number of interactions = 3.21). Full article
(This article belongs to the Special Issue Gamification and Data-Driven Approaches in Education)
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<p>Overview of the <span class="html-italic">StaticAG</span> method, which involves three steps: Step 1 obtains the scorings of the game elements depending on an individual Player Profile vector and the Matching Matrix; in Step 2 we normalise these scorings; and finally, in Step 3, we select the Game Element. We also display two Selection methods: Selection1, Lavoué-based [<a href="#B15-applsci-13-01535" class="html-bibr">15</a>], obtains the top-scored Game Element, while Selection 2 obtains a weighted random Game element according to the probabilities computed in Step 3.</p>
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<p>Gamified MOOC itinerary: students’ statuses are depicted from 0 to 1 relying on the Learning Activities (Newbie, Medium, and Pro avatars are shown in different parts of the itinerary). Game Elements (GE) between activities are displayed using small red circles. We developed a new XBlock in the edX platform able to add a Game Element to the MOOC itinerary; see video <a href="https://drive.google.com/file/d/1W1NVmi2aJ9wSrYGgvaOJCW60QrFUL0KN/view?usp = share_link" target="_blank">Adding a Game element Xblock in edX</a>, accessed on 12 January 2023.</p>
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<p>Gamified MOOC structure: on the left, the learning itinerary, on the right the embedded gamification in the MOOC (the dashboard and the game elements). See videos. See more details in: <a href="https://drive.google.com/file/d/1tkqPYT5d4hQ23W8X55icWPsAvAU6jKUm/view?usp = share_link" target="_blank">the initial Player Type Questionnaire</a>, <a href="https://drive.google.com/file/d/183eHJGl9NaL20rEOOyZvZR1iPfUSOKvP/view?usp = sharing" target="_blank">the Dashboard</a>, and <a href="https://drive.google.com/file/d/1gwu5hr6tnRL_rOiQkrLXVuiLrCA-Ijkh/view?usp = sharing" target="_blank">the Gamification Element Widgets</a>, accessed on 12 January 2023.</p>
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<p>Test of the initial motivation of both experimental groups: DynamicAG and StaticAG. Measures: IM—Intrinsic Motivation, A—Amotivation, G—Gamer.</p>
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<p>Top: <math display="inline"><semantics> <mrow> <mi>G</mi> <mi>E</mi> <mspace width="4pt"/> <mi>D</mi> <mi>i</mi> <mi>s</mi> <mi>p</mi> <mi>l</mi> <mi>a</mi> <mi>y</mi> <mi>s</mi> </mrow> </semantics></math> are collected using clicks on the button <span class="html-italic">I want an award</span>. Bottom left: <math display="inline"><semantics> <mrow> <mi>G</mi> <mi>E</mi> <mspace width="4pt"/> <mi>C</mi> <mi>l</mi> <mi>i</mi> <mi>c</mi> <mi>k</mi> <mi>s</mi> </mrow> </semantics></math> are monitored using clicks on the GE, while <math display="inline"><semantics> <mrow> <mi>E</mi> <mi>v</mi> <mi>a</mi> <mi>l</mi> <mi>u</mi> <mi>a</mi> <mi>t</mi> <mi>i</mi> <mi>o</mi> <mi>n</mi> <mi>s</mi> </mrow> </semantics></math> refer to the scorings of each displayed game element using stars. Bottom right: <math display="inline"><semantics> <mrow> <mi>D</mi> <mi>a</mi> <mi>s</mi> <mi>h</mi> <mi>b</mi> <mi>o</mi> <mi>a</mi> <mi>r</mi> <mi>d</mi> <mspace width="4pt"/> <mi>C</mi> <mi>l</mi> <mi>i</mi> <mi>c</mi> <mi>k</mi> <mi>s</mi> </mrow> </semantics></math> refer to those clicks made in the dashboard window.</p>
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<p>Comparison of <math display="inline"><semantics> <mrow> <mi>D</mi> <mi>a</mi> <mi>s</mi> <mi>h</mi> <mi>b</mi> <mi>o</mi> <mi>a</mi> <mi>r</mi> <mi>d</mi> <mspace width="4pt"/> <mi>C</mi> <mi>l</mi> <mi>i</mi> <mi>c</mi> <mi>k</mi> <mi>s</mi> </mrow> </semantics></math>. Left side: histogram. Right side: the mean of the number of clicks and the variance of all students in each group. “# users” means number of users.</p>
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<p>Comparison of <math display="inline"><semantics> <mrow> <mi>G</mi> <mi>E</mi> <mspace width="4pt"/> <mi>D</mi> <mi>i</mi> <mi>s</mi> <mi>p</mi> <mi>l</mi> <mi>a</mi> <mi>y</mi> <mi>s</mi> </mrow> </semantics></math>. Left side: histogram. Right side: the mean of the number of the game elements shown and the variance of all students in each group. “# users” means number of users.</p>
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<p>Comparison of <math display="inline"><semantics> <mrow> <mi>G</mi> <mi>E</mi> <mspace width="4pt"/> <mi>C</mi> <mi>l</mi> <mi>i</mi> <mi>c</mi> <mi>k</mi> <mi>s</mi> </mrow> </semantics></math>. Left side: histogram. Right side: the mean of the number of interactions with elements and the variance of all students in each group. “# users” means number of users.</p>
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<p>Comparison of Interaction Time. Left side: histogram. Right side: the average time students interacted with gamification elements and the variance of all students in each group. “# users” means number of users.</p>
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<p><math display="inline"><semantics> <mrow> <mi>E</mi> <mi>v</mi> <mi>a</mi> <mi>l</mi> <mi>u</mi> <mi>a</mi> <mi>t</mi> <mi>i</mi> <mi>o</mi> <mi>n</mi> <mi>s</mi> </mrow> </semantics></math>, i.e., mean scoring of GEs grouped by GE type. The left side includes Changeable GEs (in both properties and appearances). In the middle, GEs that only change their properties according to the learning progress. On the right side, GEs with fixed appearances and properties.</p>
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16 pages, 3329 KiB  
Article
IndShaker: A Knowledge-Based Approach to Enhance Multi-Perspective System Dynamics Analysis
by Salvatore Flavio Pileggi
Modelling 2023, 4(1), 19-34; https://doi.org/10.3390/modelling4010002 - 23 Dec 2022
Viewed by 1610
Abstract
Decision making as a result of system dynamics analysis requires, in practice, a straightforward and systematic modeling capability as well as a high-level of customization and flexibility to adapt to situations and environments that may vary very much from each other. While in [...] Read more.
Decision making as a result of system dynamics analysis requires, in practice, a straightforward and systematic modeling capability as well as a high-level of customization and flexibility to adapt to situations and environments that may vary very much from each other. While in general terms a completely generic approach could be not as effective as ad hoc solutions, the proper application of modern technology may facilitate agile strategies as a result of a smart combination of qualitative and quantitative aspects. In order to address such complexity, we propose a knowledge-based approach that integrates the systematic computation of heterogeneous criteria with open semantics. The holistic understanding of the framework is described by a reference architecture and the proof-of-concept prototype developed can support high-level system analysis, as well as being suitable within a number of applications contexts—i.e., as a research/educational tool, communication framework, gamification and participatory modeling. Additionally, the knowledge-based philosophy, developed upon Semantic Web technology, increases the capability in terms of holistic knowledge building and re-use via interoperability. Last but not least, the framework is designed to constantly evolve in the next future, for instance by incorporating more advanced AI-powered features. Full article
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<p>Reference Architecture.</p>
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<p>Open-source software package.</p>
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<p>GUI—main panel.</p>
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<p>GUI—output.</p>
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<p>GUI—dataset generator.</p>
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<p>Main classes in Protege [<xref ref-type="bibr" rid="B43-modelling-04-00002">43</xref>].</p>
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<p>Main object properties in Protege [<xref ref-type="bibr" rid="B43-modelling-04-00002">43</xref>].</p>
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<p>Attributes and Annotations in Protege [<xref ref-type="bibr" rid="B43-modelling-04-00002">43</xref>].</p>
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<p>Specification of an input indicator.</p>
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<p>Ontological structure describing the output.</p>
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<p>Input data trend for the time range 1991–2020 (Case Study 1).</p>
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<p>Analysis result (Case Study 1). The system performance is represented by the blue line, while the continuous green line refers to the neutral computation. Dashed lines are extreme computations.</p>
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<p>Input data trend for the time range 2005–2017 (Case Study 2).</p>
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<p>Analysis result (Case Study 2). The system performance is represented by the blue line, while the continuous green line refers to the neutral computation. Dashed lines are extreme computations.</p>
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