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This research proposes a hybrid predictive model designed to identify at-risk students within a gamified education environment accurately. By integrating logistic regression, decision trees, and random forests, we construct a robust ensemble model that leverages the strengths of each algorithm for precise risk assessment. The model analyzes key indicators such as academic performance, participation levels, and task completion rates using data derived from a gamified learning platform. Our approach demonstrates the effectiveness of machine learning in addressing challenges like student disengagement and dropout. The hybrid model outperforms individual classifiers, enabling earlier and more reliable detection of students who may require timely academic interventions. The method is as follows:•Combines logistic regression, decision trees, and random forests•Utilizes gamified education data for at-risk student prediction•Provides educators with a tool for early intervention in student supportThe computational approach converts raw educational data into actionable insights, enabling educators to deliver timely and targeted interventions. Leveraging behavioral data from game-based learning platforms, the project develops a practical student monitoring system powered by machine learning ensembles. This system identifies at-risk students earlier than traditional assessments, allowing for more effective and efficient use of educational resources.
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http://dx.doi.org/10.1016/j.mex.2025.103486 | DOI Listing |
Adv Med Educ Pract
September 2025
Department of Neuroscience, Rehabilitation, Ophtalmology, Genetics, Maternal and Child Health, University of Genoa, Genoa, 16132, Italy.
The reduction in clinical rotation hours, particularly in high-demand pediatric subspecialties such as Neonatal Intensive Care Units (NICU) and Pediatric Emergency Rooms (ER), has highlighted the need for innovative approaches to enhance pediatric residency education. A 2019 survey of Italian pediatric residency programs revealed that most residents receive fewer than five hours of simulation-based training annually, with 66% participating in no simulation activities. Additionally, pediatric ER rotation hours have seen significant reductions-daytime rotations decreased by 29%, while nighttime rotations were reduced by 60% over the past four years at the University of Genoa.
View Article and Find Full Text PDFNurs Res
September 2025
College of Nursing & Institute of Nursing Research, Korea University, Seoul, South Korea.
Background: Existing research fails to address the complex nature of nonspecific chronic lower back pain (cLBP ) despite its detrimental effect on economic, societal, and medical expenditures.
Objectives: We developed a nurse-led, mobile-delivered self-management intervention-Problem-Solving Pain to Enhance Living Well (PROPEL-M)-and evaluated its usability, feasibility, and initial efficacy for South Korean adults with nonspecific cLBP.
Methods: This study was composed of two phases: (a) lab and field usability testing for a gamified mobile device application; and (b) a pilot study employing a one-arm pre-test and post-test design among adults aged 18-60 years with nonspecific cLBP.
J Med Syst
September 2025
Department of Nursing, ESEP - Porto Higher School of Nursing, Rua Dr. António Bernardino de Almeida, nº 830, Porto, 4200-072, Portugal.
To address the challenges of self-care in oncology, gamification emerges as an innovative strategy to enhance health literacy and self-care among individuals with oncological disease. This study aims to explore and map how gamification can promote health literacy for self-care of oncological diseases. A scoping review was conducted following the Joanna Briggs Institute guidelines and the PRISMA-ScR Checklist developed for scoping reviews.
View Article and Find Full Text PDFFront Vet Sci
August 2025
Immunology Unit, Department of Physiology, Faculty of Veterinary, Universidad de Extremadura, Cáceres, Spain.
Virtual laboratories provide a risk-free environment for students to conduct experiments, particularly those involving hazardous materials or complex procedures. Previous studies have shown that gamified elements and interactive tools enhance the interest of students and promote active participation. In the case of Immunology in the veterinary degree, our prior observations indicate that veterinary students experience learning difficulties with topics related to molecules and effector functions of the immune system.
View Article and Find Full Text PDFJ Surg Res
September 2025
Department of Surgery, University of Texas Medical Branch (UTMB), Galveston, Texas; Department of Surgery, Brigham and Women's Hospital, Boston, Massachusetts.
Introduction: Feedback plays a pivotal role in surgical training. Gamification offers a way to make the feedback process more efficient by automating and expediting feedback delivery, which might otherwise be difficult to provide. Prior data suggest that negative feedback may play a greater role in improving performance on laparoscopic skills tasks, whereas positive feedback may enhance learner satisfaction, confidence, and engagement.
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