Abstract
The purpose of the article is to solve the problem of acquiring expert knowledge in the subject area of an online course, forming a knowledge base containing educational content (elements of educational material in the chosen discipline, test questions), and game components for organizing learning processes with elements of gamification in the author’s intelligent learning system K-Synapse. The research methods are the main methodological approaches and technological tools for developing intelligent learning systems with gamification elements based on the use of an appropriate multi-level ontological model. Such methods include, in particular, systemic and comparative analyses to identify the features of information learning systems with elements of intellectualization and gamification, the method of expert evaluation, which involves the analysis of literary sources and information resources, interviews and surveys of experts in the pedagogical, psychological and information technology fields, as well as the process of developing and testing an intelligent system. The scientific novelty of the research is the development of an expert knowledge acquisition system for the K-Synapse intelligent system, which combines the formation of an expert knowledge base and game components with elements of intellectual dialogue for different age categories and self-education. This development can be applied in the field of online education and cognitive skills development using the game form. Conclusions. Developing an expert knowledge acquisition system for the K-Synapse intelligent system is an important stage in developing education and self-education using innovative technologies. The preparation of an expert knowledge base and game components with elements of intellectual dialogue for different age categories will increase the efficiency of the learning process and increase students’ motivation for self-directed education. The K-Synapse system is an intelligent learning system with gamification elements and intellectual dialogue. This system provides, in particular, support for a wide range of topics, and knowledge (competencies, skills or abilities), that a student can acquire during training (in the process of playing); a wide range of topics and levels of test questions; helps the student by providing appropriate advice, tips, explanations of complex or incomprehensible issues (questions); monitors the learning process and controls the results; increases the level of student motivation to learn through the desire to achieve better results that other students have already had (this happens in an exciting game manner, not psychologically stressful). The successful implementation of the K-Synapse intelligent learning system will give students’ learning and cognitive activities an impetus for creativity, improve the quality of the educational process, and integrate this system into many modern information learning systems. Thus, such a system development can have great potential for improving education quality and increasing students’ competence.
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