Integrating Gamification Elements into a Personalized Cognitive Mobile-Learning LINE Bot

Authors

  • Cheng-Hsiu Li Department of Information Management, National Taitung Junior College, Taitung, Taiwan, ROC

DOI:

https://doi.org/10.46604/emsi.2024.12980

Keywords:

gamification, personalized learning, mobile-learning LINE bot, Class B technician program for computer hardware fabrication

Abstract

In recent years, chatbots gains widespread popularity across various industries, and LINE becomes an indispensable and widely utilized application. Human beings acquire knowledge through cognitive learning. Asynchronous digital drills and practice learning systems that require students to practice questions repeatedly can bore students and lack online monitoring by a teacher. In this study, the cognitive mobile-learning LINE bot provides digital drill and practice learning functions, enabling students to read questions and their answers from a Q&A database, take a postlearning self-test on these questions, and practice questions they originally answered incorrectly. Moreover, learners can ask open-ended questions. The LINE bot is used to substitute for a teacher in one-on-one synchronous interactive learning, and the post-hoc analyses of the interactions between the LINE bot and each student are performed and provided to teachers on time, enabling them to offer counseling and assistance as appropriate.

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Published

2024-02-26

How to Cite

Cheng-Hsiu Li. (2024). Integrating Gamification Elements into a Personalized Cognitive Mobile-Learning LINE Bot. Emerging Science Innovation, 3, 27–42. https://doi.org/10.46604/emsi.2024.12980

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Articles