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Record W4388104796 · doi:10.5267/j.ijdns.2023.10.018

Designing gamified assistive apps: A novel approach to motivating and supporting students with learning disabilities

2023· article· en· W4388104796 on OpenAlexvenueno aff
Mohamad Ahmad Saleem Khasawneh

Bibliographic record

VenueInternational Journal of Data and Network Science · 2023
Typearticle
Languageen
FieldSocial Sciences
TopicDisability Education and Employment
Canadian institutionsnot available
FundersKing Khalid University
KeywordsPsychologyEducational attainmentFace (sociological concept)PopulationMathematics educationStudent engagementAcademic achievementMedical educationPedagogySociologyMedicinePolitical science

Abstract

fetched live from OpenAlex

The present research endeavor delves into the profound effects of gamified assistive applications on the levels of user engagement, motivation, and academic attainment within the population of students grappling with learning disabilities in the esteemed nation of Jordan. The study involved individuals who actively interacted with a gamified assistive application that was specifically developed to offer tailored educational opportunities and enhance their scholarly advancement. The analysis of descriptive statistics unveiled a noteworthy degree of app engagement, signifying the app's proficiency in captivating and maintaining students' focus. The utilization of paired-samples t-tests revealed noteworthy enhancements in both intrinsic and extrinsic motivation subsequent to the utilization of the application, thereby underscoring the favorable impact of gamified components on student motivation. Furthermore, a notable enhancement in scholastic attainment was noted, underscoring the application's influence on augmenting students' educational results. The findings of the correlational analysis unveiled a noteworthy association between the utilization of mobile applications, the presence of intrinsic motivation, and the attainment of academic success. This implies that heightened levels of engagement and motivation are linked to enhanced academic performance. The results of this study highlight the considerable promise of gamified assistive applications in fostering motivation and providing support to students who face challenges associated with learning disabilities. The incorporation of gamification into educational technologies presents educators with a promising strategy to cultivate active participation and elevate scholarly accomplishments within this demographic, ultimately advancing inclusivity and fostering educational triumph.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.003
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Not applicable · Consensus signal: none
GenreCandidate signal: Methods · Consensus signal: none
Teacher disagreement score0.003
Threshold uncertainty score0.007

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0010.003
Meta-epidemiology (narrow)0.0010.000
Meta-epidemiology (broad)0.0000.001
Bibliometrics0.0010.000
Science and technology studies0.0010.001
Scholarly communication0.0030.001
Open science0.0010.003
Research integrity0.0010.001
Insufficient payload (model declined to judge)0.0020.001

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.108
GPT teacher head0.421
Teacher spread0.313 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designNot applicable
Domainnot available
GenreMethods

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations25
Published2023
Admission routes1
Has abstractyes

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Same venueInternational Journal of Data and Network ScienceSame topicDisability Education and EmploymentFrench-language works237,207