AGE-Learn: Ontology-Based Representation of Personalized Gamification in E-learning.
Souha BennaniAhmed MaalelHenda Ben GhézalaPublished in: KES (2020)
Keyphrases
- e learning
- adaptive learning
- learning materials
- context aware
- data sets
- higher education
- information systems
- distance education
- learning activities
- learning technologies
- learning experience
- learning resources
- distance learning
- user profiles
- learning path
- semantic web technologies
- image representation
- knowledge management
- end users
- multimedia
- neural network