Managing Data Heterogeneity for Ontology-Driven Models:
Application to Gamified E-Learning Contexts
Yara Gomaa
1,2 a
, Christine Lahoud
3b
, Marie-Hélène Abel
1c
and Sherin Moussa
2,4 d
1
Laboratoire HEUDIASYC, Université de Technologie de Compiègne, Sorbonne Universités,
57 Avenue Landshut, Compiègne 60200, France
2
Laboratoire Interdisciplinaire de l’Université Française d’Egypte (UFEID Lab), Université Française d’Egypte,
21 Ismailia Desert Road Shorouk City, Cairo 11837, Egypt
3
CIAD UR 7533,Univ. BourgogneFranche-Comté, UTBM, F-90010 Belfort, France
4
Faculty of Computer and Information Sciences, Ain Shams University, Cairo, Egypt
Keywords: Gamification, E-Learning, Ontology, Data Collection, Data Integration.
Abstract: Data heterogeneity within gamified e-learning systems exposes a challenge for ontology-driven models,
specifically ontology-based recommender systems. These systems can help teachers who are unfamiliar with
gamification by offering personalized recommendations to gamify their pedagogical resources. Yet,
developing such systems requires collecting and integrating diverse data about users, resources, and game
elements, originating from multiple sources, like learning management systems and educational repositories,
each with varying formats and inconsistent semantics. This paper proposes an approach to manage the
complexities of collecting and preparing heterogeneous data for an ontology-driven model within gamified e-
learning contexts. A full overview is provided on the data workflow, which consists of two main phases: (1)
Data collection, which combines automated techniques through APIs and web scraping, and (2) Data
Integration by means of mapping the collected data into our Teacher in Gamified e-learning Context (TGC)
ontology to produce coherent and semantically enriched structure. The resulting data repository facilitates
semantic queries, inference, and knowledge enrichment, overcoming challenges like cold-start scenarios and
supporting the dynamic generation of personalized recommendations. This proposed approach aims to
establish a robust approach that addresses the challenges of data heterogeneity, ensuring consistent and
meaningful integration for ontology-based recommender systems in gamified e-learning contexts.
1 INTRODUCTION
Gamified E-learning systems have revolutionized
education by enhancing engagement and fostering
interactive learning experiences (Bennani et al., 2024;
Jumaa et al., 2017). Gamification, in this regard,
introduces game-like experiences to e-learning
environments through tools commonly known as
game elements . These game elements include points,
badges, leaderboards, etc (Maher et al., 2020).
Despite their potential, many teachers face challenges
in understanding and implementing gamification
a
https://orcid.org/0000-0001-9853-2416
b
https://orcid.org/0000-0002-4520-634X
c
https://orcid.org/0000-0003-1812-6763
d
https://orcid.org/0000-0001-9593-6909
effectively. This unfamiliarity hinders the ability to
optimize gamification to serve the purpose behind it
(Gomaa et al., 2024). Addressing this gap requires
systems that can assist teachers to link their objectives
with the relevant gamification strategy; by means of
recommending relevant game elements or gamified
resources. Ontology-driven models offer a promising
solution to this problem. By semantically structuring
data, such systems can provide a robust framework
for generating personalized suggestions tailored to
the pedagogical and gamification needs of teachers
(Bakhouyi et al., 2019). In addition, ontology-based
recommender systems can mitigate the cold-start
726
Gomaa, Y., Lahoud, C., Abel, M.-H. and Moussa, S.
Managing Data Heterogeneity for Ontology-Driven Models: Application to Gamified E-Learning Contexts.
DOI: 10.5220/0013496700003932
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 17th International Conference on Computer Supported Education (CSEDU 2025) - Volume 1, pages 726-736
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Proceedings Copyright © 2025 by SCITEPRESS – Science and Technology Publications, Lda.
problem by inferring recommendations through
established relationships, even with limited initial
data (Nymfodora-Maria Raftopoulou et al. 2023).
However, preparing data for such systems can be
challenging due to the heterogeneity of data. An
ontology-based recommender system expects
collecting data about three main categories, namely
(1) users, whether a teacher or learner, (2)
pedagogical resources, and (3) game elements. Each
category deals with further detailed data, for instance,
teachers are identified by personal information,
demographic data, institutional data, pedagogical and
gamification-related data. Such data can be found in
various sources, including educational repositories,
learning management systems, plugin libraries, and
user-generated sources, i.e., questionnaires (Joy et al.,
2021).
Preparing these diverse data sources for an
ontology-driven model demands a comprehensive
data collection and integration strategy:
Data Collection: employing automated and semi-
automated techniques to gather the required data.
Automated methods rely heavily on APIs, which
provide structured access to data from platforms,
like Moodle
5
. These APIs allow for real-time or
scheduled retrieval of specific datasets. Another
technique is web scraping, which extracts the
HTML webpage content (Mansouri et al., 2022).
On the other hand, semi-automated methods often
include gathering qualitative data through
questionnaires. This method is helpful when
human input is needed, for example, for teachers
identifying their gamification experiences (Joy et
al., 2021).
Data Integration: once collected, the
heterogeneous data must be aligned to a shared
ontology, which involves converting raw inputs
into Resource Description Framework (RDF)
triplets and mapping them onto the domain
concepts relevant to gamification and pedagogy.
Consistency checks and cleaning processes are
essential to reconcile conflicting data formats and
semantic inconsistencies (Villegas-Ch et al.
2023).
Numerous studies focused on data heterogeneity
in e-learning systems. However, limited focus was
given to addressing data heterogeneity in ontology-
driven models in gamified context. This leads to the
main research question of our study:
5
Moodle
How to collect and integrate heterogeneous data
from multiple sources for ontology-based models in
gamified e-learning contexts?
To address this question, we propose an approach
that systematically aggregates and integrates diverse
data into an ontology-driven model. Our
methodology focuses on collecting comprehensive
data from multiple sources, including educational
content, teacher profiles, and gamification elements.
By emphasizing the teacher’s role, we aim to make
them more familiar with applying gamification
techniques to their teaching practices. Additionally,
our approach allows for the dynamic adaptation of
game elements, meaning that educators can remove
or add specific game elements as needed to optimize
the learning experience. This flexibility ensures that
the full potential of gamification can be utilized,
enhancing both the educational process and the
learner’s engagement. The rest of the paper is
structured as follows: Section 2 explores the main
studies related to our work, involving data collection
and integration techniques. Followed by section 3 for
our proposed data collection and data integration
approach. Section 4 discusses the proposed work.
Then, section 5 presents the conclusion of our study,
highlighting the future directions to adopt.
2 RELATED WORK
This section explores the various data collection
techniques employed in the main studies within the e-
learning and gamified e-learning domains, focusing
on the types of data collected, the methods used for
their integration, and the role of ontologies in
structuring such data.
2.1 Data Management in E-Learning
Systems
This study focused on collecting and integrating
heterogeneous big data from E-Learning systems,
particularly Moodle LMS for analytics (Otoo-Arthur
& van Zyl, 2020). The integration process did not
involve ontology but relied on a big data framework
(biDeL) using Apache Spark, Hadoop and Flume for
data processing. The main goal was to enhance
learning analytics, enabling institutions to gain
insights into learner behavior and instructional
effectiveness. Data was collected through log
tracking, system interactions, and machine learning.
Challenges included data privacy, governance, and
Managing Data Heterogeneity for Ontology-Driven Models: Application to Gamified E-Learning Contexts
727
the complexity of handling high volume, high
velocity and varied data sources, necessitating
advanced frameworks for scalability and security.
For enhancing the learning analytics within an e-
learning systems such as MOOCs, data collected was
mainly about the learners’ interactions, profiles, and
engagement within the e-learning systems. These data
were collected from Experience API (xAPI) and
IEEE Standard for Learning Technology (SLT) (Del
Blanco et al., 2013).
The previous studies focused on the non-gamified
context, limiting learner preferences, datatypes
collected, and enhanced learning outcomes. Unlike
these studies, where collected data was primarily used
for learning and analytics, our approach focuses on
structuring data within an ontology, enabling
continuous refinement, semantic enrichment, and
enhanced knowledge representation.
2.2 Data Management in
Ontology-Based E-Learning
Systems
This paper presents a semantic web-based approach
to enhance E-Learning systems interoperability using
RDF and next generation SCORM specifications
(Bakhouyi et al., 2019). It addresses interoperability
challenges in LMS platforms like Moodle by
transforming JSON data into RDF with JSON-LD,
ensuring seamless data sharing between xAPI and
LMS. The study highlights Semantic Web
Technologiespotential to improve content exchange,
tracking, and analytics, enabling better accessibility,
learning personalization, and integration of mobile
applications into e-Learning ecosystem.
The study proposes a hybrid Adaptive
Educational e-Learning System (AEeLS) integrating
artificial intelligence and semantic web technologies
to personalize learning (Demertzi & Demertzis,
2020). AEeLS adapts educational content based on
student skills and experience by using ontology
matching and a recommendation system. The
ontology matching employs semi-supervised
machine learning to align educational resources,
while the recommendation mechanism uses
collaborative and content-based filtering to suggest
relevant learning materials. The system improves
interoperability, efficiency, and adaptability in e-
learning. Experiments on datasets from OAEI 2014,
ADRIADNE, and MERLOT demonstrate their super
superior performance in matching and recommending
educational content.
Resources were considered in more detail in
(Bouihi & Bahaj, 2019), focusing on data collection
and integration related to learning content, learner
profiles, social interactions, and learner activities to
enhance personalized learning through a semantic
web-based recommendation system. It used learning
objects modelled with standards like LOM and
SCORM as the core data, enriched with contextual
information like learner’s history, performance, and
social connections, and represented using ontologies
like FOAF. Accordingly, these data were utilized to
personalize recommendations for learners. However,
the study could have benefited from extending FOAF
ontology to further model the various parameters of a
resource and a learner.
The challenges of data interoperability in
collaborative e-learning systems were tackled in
(Masud, 2016), focusing on how to manage and share
learning content across different systems with
varying schemas. The data collected included
learning content and its metadata and shared between
independent e-learning systems using schema-level
and data-level mappings. Through query processing,
relevant resources were retrieved based on user
queries. This study enforced collaboration and
sharing of resources between learners and teachers, as
the resources were semantically categorized and
managed, ensuring interoperability.
However, teachers-related data was explored in a
limited context. This was overcome in (Nashed et al.,
2022), in which an ontology-based approach was
introduced to integrate diverse educational data
related to teacher’s personal, organizational, and
contextual environments. It collected data about
educational resources and mapped to Teacher-
Context Ontology (TCO) using D2RQ mapping,
which offered a comprehensive view of the teacher’s
professional and personal context. The approach used
automated mapping techniques to merge data from
various sources, facilitating its use in personalized
educational systems, like recommender systems.
Nevertheless, gamification in the e-learning context
was not handled, where recommendations were fixed
to the e-learning aspect only.
2.3 Data Management Gamified
Context
Data heterogeneity in gamified e-learning systems
was the focus of various studies. A gamified
educational system was presented in (Nymfodora-
Maria Raftopoulou et al. 2023) to enhance the
gamified learning experience. It collected data, such
as user experience rating, exercise completion times,
success rates, and correct/incorrect answers, and used
machine learning algorithms to analyze data, identify
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728
patterns in learner behaviour, and provide
personalized feedback. The system used collaborative
filtering and content-based filtering to recommend
future exercises that meet each learner’s strengths and
weaknesses.
The authors focused on collecting and integrating
student interaction data within a gamified e-learning
system designed to develop computational thinking
(Villalba-Condori et al., 2022). The system employed
supervised learning techniques, specifically Support
Vector Machines (SVM), to classify learning
progress and recommend personalized content. The
data came from students’ in-game activities tracking
performance, engagement, and decision making.
While the study did not explicitly integrate an
ontology-based approach, it leveraged machine
learning and statistical models for recommendations
and performance analytics. Challenges the
complexity of accurately modeling student learning
behaviors in a gamified environment.
Another adaptive gamification recommendation
system was introduced in (Bennani et al., 2024),
focusing on game elements adaptation to improve
interactive learning environments. It collected both
static and dynamic data about learners, such as their
profile information, interaction, and performance
metrics. Player type tests were used to assess the
learner’s preferred game elements. The integration
process involves a matrix factorization process, in
which the data is then utilized in collaborative
filtering recommender system.
In (Alonso-Fernández et al., 2020), data was
collected to predict learner’s knowledge outcomes
based on their interactions within a serious game.
Data included personal information, like age and
gender, knowledge data through pre and post-tests,
and game interaction data, which were tracked
through Experience API, such as scores, levels
completed, etc.
Considering the presented studies, despite the
progress in data integration within e-learning
systems, a critical gap remains in addressing the
heterogeneity of data across game elements, teachers,
and the broader e-learning context. Most of the
presented studies have primarily focused on learners
and educational resources, with minor attention given
to the teacher’s profile or the varying data related to
game elements. In particular, the complexities
introduced by the teacher’s context and gamification
aspects have not been thoroughly investigated. This
oversight highlights a significant opportunity to
develop comprehensive systems that adopt teacher-
specific data and game elements, enabling a holistic
approach to a personalized and gamified e-learning
experience.
3 PROPOSED APPROACHES
To prepare data for an ontology-driven model, it
undergoes two main processes: (1) data collection and
(2) data integration via ontology mapping. In this
section, we introduce our proposed approach for the
data collection process, the data sources, and the
formats used to gather and store data.
3.1 Data Management Process
As the main goal of this study is to harmonize
heterogeneous data within an ontology-driven model
in gamified e-learning contexts, this section
highlights the data workflow within a recommender
system, along with its categories and data sources.
Figure 1 provides a high-level overview of the entire
data management process, including data collection,
integration and their utilization within ontology-
driven models such as ontology-based recommender
system in gamified e-learning contexts. The process
begins with collecting data about users (teachers and
learners), resources, and game elements. For the
users, data is broadly categorized into personal
information, pedagogical and gamification-related
data, and activity log. Users’ personal information
includes their name, age, gender, registered
educational institution, and preferred language.
Regarding the teacher’s pedagogical-related
information, data is related to the teaching style and
pedagogical experience, to determine how skillful the
teacher is in applying teaching strategies. In addition
to the learning objectives, which define the teacher’s
intention behind a particular resource, in terms of the
expected learning outcomes. As for the gamification-
related data for teachers, it includes gamification
experience, which reflects their ability to effectively
utilize gamification techniques. The teacher’s
behavioral objectives refer to the targeted behavior
expected from the learner towards a presented
resource and playing style. On the other hand, the
learner’s pedagogical-related data refers to the
learner’s learning style, reflecting the learner’s
preferred way to receive and process the presented
information. The learner’s gamification-related data
includes their player type, which helps identify the
most effective methods to maintain their engagement.
In addition, the activity log refers to the teacher’s and
learner’s interactions throughout the system,
including their feedback, ratings, and behavior.
Managing Data Heterogeneity for Ontology-Driven Models: Application to Gamified E-Learning Contexts
729
Figure 1: Data Management for Ontology-driven Model.
Concerning resources, the required data mainly
includes the related educational topic, the resource’s
type (video, word document, audio file, etc.), in
addition to the game elements associated with that
resource (if any). The available game elements need
to be identified with basic information, like title,
description of its functionality, along with popularity
metrics, like total downloads and likes, etc. The game
element’s version indicates whether it is up-to-date or
obsolete, and finally, a reference to the game element,
such as URL, can be provided as well. After gathering
the needed data, the next step is to pre-process and
clean data to ensure consistency with other data
sources. This involves standardizing the format of the
collected data and handling any missing or
incomplete information. Once cleaned, data is
mapped to the ontology to ensure it could be
effectively queried and utilized in a recommendation
process. Having the data integrated into our
ontological model, it is utilized by recommender
systems to provide personalized recommendations
for teachers. For the following sections, we adopt a
unified scenario as an example of how the data are
collected and integrated for recommender systems.
This scenario is illustrated in two partitions as
scenario-part 1 and scenario-part 2 in sections 3.1 and
3.2 respectively.
Scenario Overview: Mr. Robert Sedgewick is a
teacher who is unfamiliar with gamification but
wishes to integrate game elements into his course on
“Computer Science Programming”. To demonstrate
the data collection and integration processes, an
existing Coursera course entitled as “Computer
Science: Programming with a Purpose” is adopted as
a case study. This course has predefined data, such
as the course modules and resources. Moreover, for
the gamification strategies, game element plugins are
adopted from Moodle. This demonstrates how the
relevant data are collected and integrated to be ready
for utilization by ontology-based recommender
systems.
3.2 Data Collection
The data collection process involves extracting and
aggregating data from several key categories.
Referring to our scenario to demonstrate the data
collection process:
Scenario-part1: To provide Mr. Robert Sedgewick
with personalized recommendations on the
gamification of his course, his personal data,
pedagogical-related data, gamification-related data,
and activity log are collected. In addition, the
targeted audience knowledge level, and the learning
objectives are collected, as well as the course’s
structure itself along with its modules and resources
from Coursera.”.
Table 1 presents the typical data sources for each
category, along with their expected data formats.
Educational institutions include universities, schools,
etc., whereas educational platforms are e-learning
management systems, such as Moodle. Users refer
mainly to teachers and learners, where various types
of data are required from them, scattered across
various data sources. Typical personal information
can be collected from their educational institutions or
from their user profile on the educational platforms.
However, there are other data related to pedagogy and
gamification that can be collected through
questionnaires, as they are particularly difficult to
find explicitly through educational platforms or
institutions. Such data includes teacher’s teaching
EKM 2025 - 8th Special Session on Educational Knowledge Management
730
style, teacher’s playing style, learner’s learning style,
and learner’s player type. These data can be initially
identified through questionnaires like the Fedler
Silverman Learning Style Model FSLM (Felder &
Spurlin, 2005), or Marczewski’s player type model
(Tondello et al., 2016). Furthermore, activity logs
refer to the recorded user’s interaction activity,
determining the user’s behavior, feedback, accessed
resources, ratings, etc. However, the user’s
interactivity within an educational platform can only
be accessed and collected through that platform.
Furthermore, Resources are shared through digital
form, which can be accessible through educational
platforms or institutions.
Table 1 Data types and their corresponding sources for
ontology integration.
Data Type Data Source
Data
Format
User
Personal
Information
Educational
Institutions,
Educational
Platforms
CSV,
JSON
Pedagogy-
related Data
Online
questionnaire
CSV,
JSON,
database
Gamification-
related Data
Online
questionnaire
CSV,
JSON,
database
Activity Log
Educational
Platforms
CSV,
JSON,
TXT,
XML
Resources Educational
Institutions,
Educational
Platforms
Educational
Institutions,
Educational
Platforms
CSV,
JSON
Game
Elements
Educational
Platforms
Educational
Platforms
XML
Data are gathered about a programming course on
Coursera
6
that was done semi-automatically through
web scrapping by BeautifulSoup API. As shown in
the resulted JSON file in Figure 2, it contains basic
information about the course, including course title,
course instructors, the course language, the targeted
level of audience, skills associated with the course,
and the course modules. Each module has title and a
set of resources, where each resource is identified by
its type and duration. On the other hand, game
elements are expected to be associated to a resource.
Game elements are plugins that can be shared across
educational platforms. In this regard, Moodle
gamification plugins are used as a case study for data
6
Coursera
collection of game elements. Figure 3. shows a
screenshot from Moodle demonstrating part of the list
of game elements in the platform, with detailed
description for each one.
Figure 2: Part of JSON file for the course, teachers, lessons,
and resources through BeautifulSoup.
Figure 3: Screenshot from Moodle for game elements
plugins.
This data were then collected in JSON file as shown
in Figure 4, making it ready to be integrated into our
ontology.
3.3 Data Integration
To harmonize the data gathered from the data
collection phase, data is mapped to our Teachers in
Gamified e-learning Context (TGC) Ontology. The
following scenario demonstrates the work done in the
data integration process:
Scenario-part 2: “The collected data is then
integrated to our TGC ontology, where the structured
Managing Data Heterogeneity for Ontology-Driven Models: Application to Gamified E-Learning Contexts
731
data of Mr. Robert, the game elements from Moodle,
and the course are mapped to our TGC ontology
based on the defined rules. The resultant ontology-
integrated data is in RDF format.”
TGC ontology focuses on the teacher’s
perspective within the gamified e-learning context. It
reuses the existing ontologies MC2 and TCO (Abel et
al., 2007; Nashed et al., 2021). MC2 ontology is
concerned with the collaboration and shareability
between resources, while TCO is concerned with
defining the teacher in several contexts, including
working and living environments. Our proposed TGC
ontology utilizes MC2 and TCO to have a
comprehensive semantic structure for the
gamification aspect, together with the teachers and
pedagogical resources. The automated technique used
for mapping the collected data to our TGC ontology
is carried out through RDFLib, a python library for
working with RDF data. The mapping is performed
by defining specific rules as shown in (1) and (2):
Raw Data Instructors{Robert Sedgewick,
K
evin Wa
y
ne
}
(1)
Raw Data Course Title: “Computer Science:
Pro
g
rammin
g
with a Pur
p
ose”
(2)
Figure 5 shows that all attributes with the name
Instructors are mapped to TCO:Teacher, where the
values of Instructors are of type xsd:String, mapped
to the data property TCO:Teacher.has_name.
Similarly, Course Title is mapped to
TCO:Course.has_title, where the object property
TCO:teaches associates the TCO:Teacher with
TCO:Course, as shown in (3):
RDF Triplet Robert Sedgewick, Teaches,
Computer Science: Programming with a
Pur
p
ose
(3)
Figure 4: Part of JSON file for the game elements through BeautifulSoup.
Figure 5: Teachers mapped automatically to RDF through RDFLib.
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732
Moving to the course’s modules and resources,
Figure 6 shows the module mapped to TCO:Lesson,
whereas its activities mapped to “TCO:Resource”,
associated together through the object property
TCO:contain_Resource”. On the other hand, game
elements collected were mapped to our TGC
ontology. To understand the ontological structure of
a game element, Figure 7. shows the game element
class with its associated data properties.
TGC:GameElementResource class has several
performance metrics, like total downloads, total likes,
total sites using this plugin, the plugin’s latest release,
and the latest version. These data are particularly
helpful for a recommender system to recommend an
appropriate game element that is relevant, popular,
and up to date. The mapping of the game elements is
performed by defining rules that associate each value
attribute from the JSON file to a
TGC:GameElementResource as shown in (4) and (5):
Raw Data title: “Block Game” (4)
Raw Data published: "Wed,31 May 2023
12:55:01 GMT"
(5)
All attributes with the name title are considered as
xsd:String and are mapped to the data property
TGC:GameElementResource.hasTitle. For the
attribute named published, it displays the date of
publishing the plugin, however, our TGC ontology
requires the duration in months since the latest
published date. Therefore, it is pre-processed before
the ontology mapping process. Figure 8 shows the
resulted RDF file, where it illustrates that the game
element has title “stash” and it is a named individual
of type “TGC:GameElementResource” with all
fetched data properties includes the resource title, its
release date, a short description about this resource,
and the resource’s plugin Uniform Resource
Identifier (URI) as shown in (6):
RDF Triplet Block_Game,
hasLatestRelease, "20"^^xsd:nonNegativeIntege
r
(6)
Figure 6: Resources mapped automatically to RDF through RDFLib.
Figure 7: GameElementResource ontology class with its data properties.
Managing Data Heterogeneity for Ontology-Driven Models: Application to Gamified E-Learning Contexts
733
Figure 8: Game Elements mapped automatically to RDF through RDFLib.
4 DISCUSSION
In this research two main data sources are utilized to
formalize the teacher's perspective within the given e-
learning contexts.
The data related to the teacher and educational
content including core structure lessons and resources
were sourced from Coursera. Meanwhile, the game
elements were treated as independent standalone
plugins adopted from Moodle. This data was
successfully structured and integrated within our
proposed TGC ontology. Providing them with
semantic meaning and associating them under a
coherent unified structure.
Previous studies have aimed to structure data
primarily. Focusing on learners with some studies
incorporating aspects of course structure, and others
focusing more on resource details. Other studies have
explored game elements in combination with learner
data leaving out the teacher's context and course data.
This created a gap in linking these various elements.
This paper takes an initial step toward bridging this
gap by combining detailed data on users (teachers and
learners), courses, and game elements into a single
unified structure.
This study has encountered several challenges,
firstly the limited scope of the game elements
presents a constraint. These elements are typically
integrated within e-learning systems. Standalone
game elements are scarce, with limited variety and
accessible through limited data sources. This narrow
range may potentially limit the richness and
adaptability of recommendations. In addition to this,
Moodle platform introduced another challenge, as
retrieving data automatically proved difficult. We
attempted Moodle APIs, but this approach was not
successful as the access was not authorized. The only
accessible data was through partial web scraping,
since not all properties of the game elements could be
retrieved. Moreover, key teacher-related properties
such as player type, teaching style, and gamification
experience, are not typically included in teacher
profiles in educational platforms or institutions. As a
result, this data could not be retrieved automatically.
Instead, questionnaires were necessary to obtain
initial insights into teachers’ profiles. However, these
questions require thorough revision to ensure the
validity of the questions which adds to the workload
and necessitates the involvement of domain experts.
Therefore, this approach would benefit from
further refinement. One key area for improvement is
that the data were single sourced in this study, which
avoided issues related to that data fusion process. In
real-word applications, these data often come from
diverse platforms requiring careful integration.
Additionally, some teacher related data must be
collected through validated questionnaires to ensure
accuracy and comprehensiveness and aspect that
should be addressed in future improvements.
5 CONCLUSIONS
Data heterogeneity within gamified e-learning
systems is quite challenging for ontology-based
recommender systems. Teachers, learners, resources,
and game elements typically originate from multiple
sources, ranging from learning management systems
and educational repositories to questionnaires and
APIs, where each has varying formats and
inconsistent semantics. Thus, driving our main
research question for this study, that is how to collect
and integrate heterogenous data from multiple
sources for ontology−based models in gamified
e−learning contexts. For that, an approach was
proposed to manage the complexities of collecting
EKM 2025 - 8th Special Session on Educational Knowledge Management
734
and preparing heterogeneous data in ontology-based
recommender systems for the gamified e-learning
contexts. It proposes automated techniques to collect
data from various sources, like Moodle and Coursera
and maps them to our proposed Teacher in Gamified
e-learning Context (TGC) ontology. Future research
directions include development and refinement of
semi-automated data collection methods, such as
structured questionnaires, to gather comprehensive
information about teachers’ playing style, teaching
style, and pedagogical and gamification experience.
These questionnaires could be validated through pilot
testing with representative teacher samples to ensure
content validity and reliability. Data collection in this
regard will be validated through a semi-automated
process to ensure completeness and conciseness.
Particular attention should be given to ensuring the
content validity and reliability of these
questionnaires, as well as the systematic validation of
the collected data to enhance the accuracy and
relevance of recommendations provided by ontology-
based recommender systems. Thus, the development
of such ontology-based recommender systems
utilizing these integrated data is essential to provide
personalized recommendations that align with
teachers’ needs and enhance the gamification process
in e-learning environments. This involves leveraging
the ontology to infer meaningful relationships
between teacher profiles, resources, and game
elements.
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