Learning Systems based on Gamification and Artificial Intelligence
DOI:
https://doi.org/10.47756/aihc.y8i1.131Keywords:
Education, Artificial Intelligence, Gamification, Human-Computer InteractionAbstract
The impact that artificial intelligence is having in all fields of human knowledge in recent times makes it consider its intensive use in areas where it was not traditionally done, such as education. In addition to this, it must be considered that academic activities have been significantly affected by the effects of the COVID-19 pandemic, and it is necessary to look for alternatives to provide students with a support tool that helps them perform better in the classrooms. In this sense, we present a system based on gamification that integrates principles of artificial intelligence for educational purposes aimed at secondary and higher education students.Downloads
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2023 Karina Figueroa, Cuauhtemoc Rivera-Loaiza
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
AMexIHC make every effort to ensure the accuracy and rigour of all the information (the "Content") contained in out publications. However, AMexIHC and our representatives make no representations or warranties whatsoever as to the accuracy, completeness, or suitability for any purpose of the Content. Any opinions and views expressed in this publication are the opinions and views of the authors, and are not the views of or endorsed by AMexIHC. The accuracy of the Content should not be relied upon and should be independently verified with primary sources of information.