Abstract
There is currently a great digital divide in Peru, only 48.7% of the population aged six and over have access to the Internet, preventing them from accessing resources for the development of computational thinking. Gamification in the educational context helps the development of computational thinking by understanding concepts of its application, but many of them do not have a data processing approach from interactions, in this research project we propose the development of a knowledge-based recommender system, in a supervised learning model, which is implemented in a video game, helping the student learning process, under the STEM framework, in this proposal students obtained improvements in the learning process, going from obtaining a 5.658 out of 14 to 10.150, and noting the interest of students in this type of technology..
| Original language | American English |
|---|---|
| Pages (from-to) | 94-103 |
| Number of pages | 10 |
| Journal | CEUR Workshop Proceedings |
| Volume | 3570 |
| State | Indexed - 2022 |
| Event | 8th Iberoamerican Workshop on Human-Computer Interaction, HCI-COLLAB 2022 - Havana, Cuba Duration: 13 Oct 2022 → 15 Oct 2022 |
Bibliographical note
Publisher Copyright:© 2022 CEUR-WS. All rights reserved.
Keywords
- Gamification
- STEM
- recommender system
Fingerprint
Dive into the research topics of 'Knowledge-Based Recommender System in a Gamified Environment for Computational Thinking Development'. Together they form a unique fingerprint.Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver