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.