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Maximising attendance in higher education: how AI and gamification strategies can boost student engagement and participation

dc.contributor.authorLimonova, Viktoriya
dc.contributor.authorSantos, Arnaldo
dc.contributor.authorSão Mamede, Henrique
dc.contributor.authorFilipe, Vítor Manuel de Jesus
dc.date.accessioned2026-02-18T14:27:59Z
dc.date.available2026-02-18T14:27:59Z
dc.date.issued2024en_US
dc.date.updated2026-02-11T16:59:44Z
dc.description.abstractThe decline in student attendance and engagement in Higher Education (HE) is a pressing concern for educational institutions worldwide. Traditional lecture-style teaching is no longer effective, and students often become disinterested and miss classes, impeding their academic progress. While Gamification has improved learning outcomes, the integration of Artificial Intelligence (AI) has the potential to revolutionize educational experience. The combination of AI and Gamification offers numerous research opportunities and paves the way for updated academic approaches to increase student engagement and attendance. Extensive research has been conducted to uncover the correlation between student attendance and engagement in HE. Studies consistently reveal that regular attendance leads to better academic performance. On the other hand, absenteeism can lead to disengagement and poor academic performance, stunting a student's growth and success. This position proposes integrating Gamification and AI to improve attendance and engagement. The approach involves incorporating game-like elements into the learning process to make it more interactive and rewarding. AI-powered tools can track student progress and provide personalized feedback, motivating students to stay engaged. This approach fosters a more engaging and fruitful educational journey, leading to better learning outcomes. This position paper will inspire further research in AI-Gamification integration, leading to innovative teaching methods that enhance student engagement and attendance in HE.eng
dc.description.versionN/A
dc.identifier.authenticusidP-010-DVRen_US
dc.identifier.doi10.1007/978-3-031-60224-5_7en_US
dc.identifier.eid2-s2.0-85194240334en_US
dc.identifier.otherdblp:conf/worldcist/LimonovaSMF24en_US
dc.identifier.slugcv-prod-4177401
dc.identifier.urihttp://hdl.handle.net/10400.2/21341
dc.identifier.wosWOS:001267241500007en_US
dc.language.isoeng
dc.peerreviewedyes
dc.rights.uriN/A
dc.subjectStudent attendance
dc.subjectStudent engagement
dc.subjectHigher education
dc.subjectGamification
dc.subjectArtificial intelligence
dc.titleMaximising attendance in higher education: how AI and gamification strategies can boost student engagement and participationeng
dc.typebook parten_US
dspace.entity.typePublication
oaire.versionhttp://purl.org/coar/version/c_970fb48d4fbd8a85
person.familyNameSantos
person.familyNameSão Mamede
person.givenNameArnaldo
person.givenNameHenrique
person.identifierhttps://scholar.google.pt/citations?user=ik_0xPkAAAAJ&hl=pt-PT
person.identifierR-002-0P0
person.identifier.ciencia-id3211-438A-A256
person.identifier.ciencia-id7F17-9DAD-C007
person.identifier.orcid0000-0001-5139-6728
person.identifier.orcid0000-0002-5383-9884
person.identifier.scopus-author-id36458782500
rcaap.cv.cienciaid3211-438A-A256 | Arnaldo Manuel Pinto dos Santos
rcaap.rightsopenAccessen_US
relation.isAuthorOfPublicationb40e1515-a3da-429d-83f6-717be6d9f30d
relation.isAuthorOfPublication86fd6131-eed5-42be-9639-9466ddf680ab
relation.isAuthorOfPublication.latestForDiscoveryb40e1515-a3da-429d-83f6-717be6d9f30d

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