Abstract
The study aims at identifying indicators for assessing the application of gamification in education and training, as it often remains immeasurable and therefore the whole process is insufficiently effective. The paper seeks insight into the further development of a web-based software analytics solution based on the evaluation measures identified and accumulated in this study through literature and content analyses. The applied methodology is a critical selection of those indicators for measuring the effectiveness of gamification in education, which are relevant for a wide range of educational areas and could answer the simple question of whether a gamification practice is or is not effective for use. The aim is to gain a common understanding of indicators that can be measured across many different organizations and goals after using gamification with simple and adaptive data models. The study bases the results and conclusions of some real experiments with university students and interns in business organizations. The results of the research can serve as a prerequisite for further development and implementation of analytics tool as well as to contribute to build an artificial intelligence-based solution for rapid assessment of new serious games in education.
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This work was supported by the University of National and World Economy under the project No NID NI-14/2018.
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Yordanova, Z. (2021). Assessing Gamification Effectiveness in Education Through Analytics. In: Pereira, A.I., et al. Optimization, Learning Algorithms and Applications. OL2A 2021. Communications in Computer and Information Science, vol 1488. Springer, Cham. https://doi.org/10.1007/978-3-030-91885-9_47
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