Supporting Adaptive English Learning With Fuzzy Logic-Based Personalized Learning

Supporting Adaptive English Learning With Fuzzy Logic-Based Personalized Learning

Fangfang Ding
Copyright: © 2022 |Pages: 19
DOI: 10.4018/IJGCMS.314588
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Abstract

Serious play for learning has gained popularity in recent years. The research belongs to the opportunity to engage pupils in innovative ways to attract and hold their attention. The purpose of this research is to offer a novel interdisciplinary strategy to identify English language possibilities using complex games that integrates psychological analytic theory, fuzzy reasoning, and neural networks. The study began with a Delphi approach to collect comments from students based on a matrix of the usage of complex games to speak English. A fuzzy logic-based personalized English learning (FLPEL) system is suggested in this article. It creates a fuzzy linguistic identification method that includes four basic input variables (strong points, weak points, possibilities, and risks) recognized through the matrix. It indicates the outcome (studying potentials of the second language) by considering some dynamic input characteristics. The outcomes of the implementation were acquired using the Matlab tool and revealed trustworthy insights and discoveries.
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Introduction To Personalized Learning

According to a study undertaken by other researchers, the ability to speak and write in English can be improved through extensive reading. Developing individualized e-learning systems necessitates building comprehensive profiles of the students served by these systems. Players' profiles can be interoperable thanks to Blockchain-enabled AI in digital gaming. There are many blockchain networks where cryptocurrency dealers and investors can conduct transactions using their public addresses.

In the twenty-first era, instruction in the global system has become critical to enhancing life lessons (Papi et al., 2020). Students are increasingly digital residents, learning and understanding information in new ways (Machado et al., 2021). Since infancy, they've been used nowadays, including gaming, writing, and networking sites. They reject conventional teaching tools and become bored in classes rapidly because they spend so much of their time on smartphones. The traditional teaching technique involves having pupils recite and memorize the material of study and what the teacher is teaching in the classroom.(Manogaran et al., 2018; Saravanan et al., 2020). The challenge with the digital age is capturing their interest and engaging them in learning activities.The concept of “networked learning” refers to the practice of exchanging ideas and resources to enhance one another's capacity to learn. A PLN consists of educators who meet online to exchange lesson plans, teaching practices, and words of encouragement. One can locate PLNs on Twitter and other social media platforms or look for communities formed around topics that interest one explicitly. Much digital gaming necessitates a withdrawal of visual and aural memory retention.(Subramani et al., 2021)

The traditional method of learning English is still in use(Chi et al., 2016). This traditional paradigm ignores pupils who have a wide range of backgrounds, abilities, and needs. That is because everyone's learning needs are unique (Amudha et al., 2018; Shakeel et al., 2020). Indeed, course resources that are inappropriate for learners' features can significantly impact learning results. To accomplish this, academics from several disciplines, especially English teachers, use video games as a dynamic learning aide in the classroom to add a bit of fun to serious topics (Zheng et al., 2021; García et al., 2014).Digital gaming isn't a new fad by any stretch. As long as indoor games have existed, it has only changed their shape. It won't be long before virtual reality, and 3D gaming becomes commonplace, along with many other cutting-edge peripherals for digital gaming.

Furthermore, due to time constraints, teachers were unable to create all types of learning resources that corresponded to the features and capabilities of individual students (Chakraborty et al., 2021). The digital revolution has been actively employed to promote a more efficient teaching method. Adapted teaching methods areintegrated approaches that customize or alter learning based on users' needs (Tao et al., 2021). As a result, the system can give appropriate learning resources based on learning styles and prior knowledge levels.Distressed by their inability to learn something, children with learning difficulties may act out, appear weak or retreat from society. Emotional or behavioral issues, such as ADHD or anxiety, can co-occur with a learning disability. A Blockchainenabled AI for digital gaming (also known as an NFT video game or a crypto video game) incorporates cryptography-based blockchain technologies.

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