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Reinforcement Learning for New Adaptive Gamified LMS

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Digital Economy. Emerging Technologies and Business Innovation (ICDEc 2019)

Part of the book series: Lecture Notes in Business Information Processing ((LNBIP,volume 358))

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Abstract

Due to the numerous advantages of the Learning Management System (LMS), such as the facility to distribute and update the course, their use has become popular not only in the education field but also in business training. In order to improve the efficiency of online courses, previous works adapted LMS to learners preferences based on their learning styles. In the other hand, Game elements had been added to LMS to increase students motivation in achieving a learning goal. In this paper, we are interested in adapting GLMS to student profiles using Q-learning algorithm to attribute an adapted gamified learning path to the user. Our work allows to deal with the users profile as a learner and player at the same time.

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Correspondence to Eya Chtouka , Wided Guezguez or Nahla Ben Amor .

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Chtouka, E., Guezguez, W., Amor, N.B. (2019). Reinforcement Learning for New Adaptive Gamified LMS. In: Jallouli, R., Bach Tobji, M., Bélisle, D., Mellouli, S., Abdallah, F., Osman, I. (eds) Digital Economy. Emerging Technologies and Business Innovation. ICDEc 2019. Lecture Notes in Business Information Processing, vol 358. Springer, Cham. https://doi.org/10.1007/978-3-030-30874-2_24

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  • DOI: https://doi.org/10.1007/978-3-030-30874-2_24

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-30873-5

  • Online ISBN: 978-3-030-30874-2

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