engagement. Among the solutions associated with
content personalization in learning systems, dealing
with the heterogeneity of student profile in different
aspects is a complex task. But modeling an efficient
student profile describes the best way a student
prefers to learn and reflects his true needs which in
turn would enhance the usage. Besides, in order to
deal with the problem of motivation, we used
gamification techniques. The paper proposes
“SPOnto”: an ontology of representation of student
profile in a learning system which connects two
concepts “gamification” and “adaptive learning”. The
study is carried out under two main criteria: the
profile modeling approach and the characteristics
used. The representation of a student profile is
achieved using ontology. Our ontology allows to
build a global model of the student based on many
important characteristics in order to help to predict
their intentions and preferences and the decision-
making to personalize the learning scenario. The
resulting ontology was evaluated by virtue of a
criteria-based approach to check its design and
content.
In future work, we intend to apply our model in an
existing e-learning system, called “class-quiz”, to
analyze it in a real system and approve the efficiency
of the student profile model on the basis of all these
characteristics.
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KEOD 2020 - 12th International Conference on Knowledge Engineering and Ontology Development