Host: Japan Society for Fuzzy Theory and Intelligent Info rmatics (SOFT)
Name : 40th Fuzzy System Symposium
Number : 40
Location : [in Japanese]
Date : September 02, 2024 - September 04, 2024
It’s important to ask questions to understand the contents in the classes. In Japan, few students ask questions. Motivating students to ask questions makes them fruitful learning experiences. Previous studies show that gamification motivates people in general. There is little research using gamification techniques to encourage students to ask questions. This study proposes a gamification Q&A system. It was investigated with practice how it works by using SUS (System Usability Scale) and survey on gamification. SUS score was 81.8. 3 out of 4 people answered the system facilitated questions by gamification and facilitated questions by mission elements. This result shows that this system is good in terms of usability. Students can use this system easily. It also shows that “mission elements” might facilitate students’ questions. This will be helpful to know which feature of gamification make students motivate asking questions. In future work, the system is planned to add more functions and examine their effectiveness.