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Gamification, PBL Methodology and Neural Network to Boost and Improve Academic Performance

  • Filipe William C. Almeida,
  • André Fabiano de Moraes,
  • Rafael de Moura Speroni,
  • Luis Augusto Silva

摘要

The article proposes to develop a computational architecture using gamification and project-based learning as active teaching methodologies to encourage and motivate students against their lack of interest and engagement in their education. The intention is to make them the main actors in the learning process, getting them involved in this environment and, consequently, improving their academic performance. To do this, teachers, with the help of an AI, will prepare tasks for students that will be answered on a playful, inclusive, collaborative and immersive platform. This platform allows the group, as a whole, to interact, participate and cooperate due to the progression of their knowledge. With data from student responses, the architecture also uses neural networks to identify patterns in the data and return the metrics to teachers, supporting teacher’s decision-making in creating study strategies adapted to their needs. Students in their difficulties.