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Developing and Implementing a Gamification-Supported Adaptive Learning Environment in an Ai-Based Teaching System: The Example of Sudoku and Puzzle

  • Zöhre Serttaş-Yırtıcı,
  • Can Balkaç,
  • Mert Alkaç,
  • Sinem Alturjman,
  • Fadi Al-Turjman

摘要

Gamification is a term that has found its place in literature and studies for more than ten years. Gamification, the most commonly used definition in the literature, is the use of game elements by integrating them with a different system. The general purpose of gamification is to provide the target audience with the permanent behavior in a more entertaining way. It is seen in academic studies that game elements increase interest and are effective in achieving targeted behaviors. In this study, using the most common gamification components, NEU's artificial intelligence instructor Ai, developed by the International Artificial Intelligence and Internet of Things (IoT) Research Center of the Artificial Intelligence Institute within the Near East University, using GPT3.5 and GPT4 infrastructure. Prof. It is integrated into Dux's system. There are two separate systems in the study: the management panel and the connection panel. The developed game consists of a total of 21 pages that users can see and a total of 21 pages that the administration panel administrators can see. The game's management panel was developed in Unity using the C# programming language. Two game options are offered in the main section of the application. The first game is sudoku and the second game is puzzle. Each game consists of three categories: easy, medium and difficult. The puzzle game includes academic departments; Questions and stages from 4 departments: science, health, social and education are categorized as easy, medium and difficult. The application has been tested on the system. The developed game application was included in the Ai.Prof.Dux system to conduct the pilot study. During the pilot application, the application was examined by 6 experts and feedback was given to improve it. The opinions of experts using the application were collected by oral (unstructured) interview method. While developing the application, expert and user opinions were included in the information obtained during the design and development process. In line with the opinions of experts and users (students) who use the application, it has been seen that the application can be effective in course contents.