Persuasive Systems Group Work

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“UNIVERSITY OF GHANA

SCHOOL OF PHYSICAL & MATHEMATICAL SCIENCES

DEPARTMENT OF COMPUTER SCIENCE

COURSE: DCIT 421, PERSUASSIVE SYSTEMS

GROUP MEMBER:

Shadrack Senya - 10916648

Rosemond Siaw - 10907000

Douglas Hutchful-10910520

Nicholas Osei - 10893143

Kwabena Adu - Tekyi - 10861904


Gamify Learning System

The Gamify Learning System is a persuasive and gamified approach to Learning

Management Systems (LMS), designed to enhance learning outcomes about a target

behavior, making learning easier by incorporating engaging elements that encourage

consistent study habits, collaboration, and a personalized learning experience. The system

addresses challenges such as user resistance, effectiveness assessment, and cultural

sensitivity, ensuring that it remains fair, ethical, and useful for a diverse range of learners. On

this basis, it does not only focus on the learning system but also involves gamification

through VR in a sense by making people exercise through the game. In a dynamic world

where learning, personal development, and fitness are interconnected, gamify aims to create

an all-encompassing platform that gamifies education, goal achievement, and physical well-

being. By seamlessly integrating the principles of the Gamify Learning System, Achieve

Quest, and Active Quest, gamify offers a holistic and rewarding experience for users.

Key Features:
1. Personalizing Learning Pathways:

 Data Collection: Utilizes comprehensive data collection to understand student

performance and preferences.

 Machine Learning and Algorithms: Applies advanced algorithms to analyze

data and recommend personalized learning paths.

 User Preferences: Considers individual learning styles and preferences to

tailor educational experiences.


 Content Recommendation: Suggests relevant educational content based on

user needs and progress.

 Adaptive Assessments: Adapts assessments to individual proficiency levels for

a customized learning experience.

 Feedback and Progress Tracking: Provides real-time feedback and tracks

progress for continuous improvement.

 Iterative Learning Paths: Adjusts learning paths dynamically based on

evolving user needs.

Progress Tracking and Rewards:


 Clear Learning Objectives: Defines transparent learning objectives to guide

students through their educational journey.

 Visual Progress Tracking: Visual representations of progress to motivate and

inform learners.

 Achievement Badges: Awards badges for completing milestones, fostering a

sense of accomplishment.

 Points and Rewards: Provides points and rewards for completing lessons,

encouraging consistent engagement.

 Leaderboards: Fosters healthy competition by showcasing top performers

among peers.

 Personalized Feedback: Offers personalized feedback to guide improvement.

 Progress Reports: Generates detailed progress reports for self-assessment.


 Challenges and Competitions: Introduces challenges and competitions to

enhance motivation.

 Certificates of Completion: Recognizes and rewards completion of courses

with certificates.

 Social Sharing: Facilitates sharing achievements on social platforms for a

sense of community.

2. Peer Interaction and Collaboration:

 Incorporates persuasive elements to encourage peer interaction, discussion,

and collaborative projects, creating a supportive learning community.

3. Gamification:

 Leverages game elements such as points, badges, leaderboards, and

challenges to make learning engaging and enjoyable.

Objectives:
1. Create a Unified and Holistic Gamified Experience:

 Develop a user-centric interface that seamlessly integrates gamified learning,

goal achievement, and fitness components.

 Implement engaging game mechanics, including points, badges, and levels, to

motivate users across various aspects of their lives.

2. Personalized Learning Pathways:

 Utilize comprehensive data collection to understand student performance,

preferences, fitness goals, and learning objectives.


 Apply advanced algorithms to analyze data and recommend personalized

learning paths and fitness routines.

3. Progress Tracking and Rewards Across Domains:

 Define transparent learning objectives and fitness goals to guide users through

their educational and physical fitness journeys.

 Provide visual representations of progress in both academic achievements and

fitness milestones.

4. Peer Interaction and Collaboration:

 Encourage peer interaction, discussion, and collaborative projects within the

learning and fitness communities.

 Introduce challenges and competitions that span educational achievements

and fitness accomplishments.

5. Integrated VR Gaming for Learning and Fitness:

 Leverage Virtual Reality (VR) gaming elements for immersive learning

experiences and enjoyable fitness routines.

 Incorporate VR technology to make learning engaging and fitness activities

fun and interactive.

6. Social Integration Across Domains:

 Enable users to connect with friends and form communities that share

common interests in learning and fitness.


 Facilitate social sharing of educational achievements and fitness milestones.

7. Notification and Reminder System:

 Implement a comprehensive notification system to remind users of upcoming

learning sessions, fitness activities, and goal deadlines.

 Allow users to customize notification preferences for a personalized

experience.

Technology Stack:
 Extended Frontend Development for VR: Further extend the frontend to support
VR interactions for both learning and fitness.

 Unified Database: Utilize a unified database structure to store user profiles,


educational progress, fitness data, and achievements.

 Cross-Domain Analytics: Implement analytics that provide insights into users'


progress across learning and fitness domains.

Milestones:
1. Project Kickoff and Planning:

 Define project scope, features, and milestones.

 Set up development environment and version control.

2. Frontend Development:

 Create the user interface for goal setting, tracking, and social interactions.

 Implement responsive design for various devices.

3. Backend Development:
 Develop the backend infrastructure for user authentication, goal storage, and

progress tracking.

 Integrate the gamification engine to implement badges, points, and levels.

4. Social Integration:

 Implement features for connecting with friends, creating groups, and sharing

achievements.

 Integrate social media sharing options.

5. Analytics and Notifications:

 Develop the analytics system to provide users with meaningful insights.

 Implement a notification system to keep users engaged.

6. Testing and Bug Fixing:

 Conduct thorough testing to ensure a seamless user experience.

 Address and resolve any identified bugs or issues.

7. Deployment and Launch:

 Deploy the Achieve Quest platform on a scalable infrastructure.

 Promote the platform through marketing channels and social media.

8. Post-Launch Enhancements:

 Gather user feedback and make necessary improvements.


 Explore additional features and partnerships to enhance the platform.

Conclusion:
The Gamify project aims to create a gamified platform that empowers users to set and

achieve their goals in a fun and motivating way. By combining elements of gamification with

social interaction exercise through VR and personalized goal setting, Achieve Quest seeks to

make personal development an exciting journey for users.

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