International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 05 Issue: 03 | Mar-2018 www.irjet.net p-ISSN: 2395-0072 © 2018, IRJET | Impact Factor value: 6.171 | ISO 9001:2008 Certified Journal | Page 1970 CLUSTERING STUDENTS THROUGH DATA MINING AND GAMIFIED LEARNING Abhishek Bhave 1 , Mayank Mirani 2 , Kedar Mane 3 , Prof. Deepali Nayak 4 1, 2, 3 Final year (B.E) students, Department of Information Technology, Vidyalankar Institute of Technology (Affiliated to Mumbai University) Mumbai, India 4 Assistant Professor, Department of Information Technology, Vidyalankar Institute of Technology (Affiliated to Mumbai University) Mumbai, India ---------------------------------------------------------------------***--------------------------------------------------------------------- Abstract - Gamified learning is an educational approach to motivate students to learn by using game design and game elements in learning environments and to maximize engagement through capturing the interest of learners and inspire them to continue learning. Gaming is a popular pastime and 40% of Indian teenagers tend to play for more than 6 hours per week. Currently, less than 10 % of Indian corporates use gamification actively and fewer than 3 % education institutes make use of gamification. However, it is a domain that is readily sought after, and much scope is present in this sector. E-learning industry is growing rapidly and will continue to do so in the next 10-20 years [1]. Educational data mining [EDM] is one of the solutions to improving learning and grasping power of students on a broader scale rather than being confined to an individual student’s level. Analysis on learner’s behaviour, prediction on future results, cognitive learning and level of fundamental knowledge acquired are some of the major analysis done on E-learning data. This project aims to create a game for students which they play and thus faculty get the appropriate data about student’s skill, weak and strong areas so as to personalize learning for every student and to improve learning experience. Key Words: Gamification; personalization; education; evaluation; analysis; student; faculty; game engine; game; data mining; clustering 1. INTRODUCTION The gamification of learning is an educational approach to motivate students to learn by using online web-based games in learning environments. The main intention of the project is to maximize enjoyment and engagement through capturing the interest of learners and inspiring them to continue learning. We plan to cluster the students on the basis of the score they generate taking help of a fun game and simultaneously analyze them based on their performance and provide suitable recommendations. [2] This paper contains a systematic approach of clustering with help of educational data mining, learning analytics and gamified learning. 1.1 AIM & OBJECTIVE The aim of our project is to improve learning and motivation of students through fun games / game- based environment and interactive sessions. We also aim to create an innovative teaching - learning methodology. With focus strengths and weaknesses of students to give one-to-one attention during a course The approach will also help for overall analysis of student potential on a concept by using data clustering/ mining algorithms and providing the students feedback on their knowledge of the subject. The objective is to streamline manual data generated in the educational sector and extract meaningful patterns for process improvement The expected outcome is to provide recommendations to the students and faculties to personalize teaching-learning process and reap maximum benefits. 2. PROBLEM STATEMENT & SCOPE Data in educational sector is readily available but there has not been enough analysis done on that available data. There is a dearth of student teacher interaction and motivation for learning. Improving student teacher interaction and thereby introducing new teaching methodologies and ideas. Learning experience and personalized learning is the future of education. Existing applications have not been able to integrate data mining analytics with gamification in learning. Also, many projects have tried to achieve common integration in gamification with data mining. Also, all existing educational data mining applications and systems are rudimentary in nature and not capable to achieve appropriate evaluation and gamification. Improving learning experience and personalization in learning requires innovative solutions and gamification is one such solution. This project will mainly involve students who are to be taught and teachers in a supervisory role.