In this research paper, we present a system for named entity recognition and automatic document classification in an innovative knowledge management system for Applied Gaming. The objective of this project is to facilitate the management of machine learning-based named entity recognition models, that can be used for both: extracting different types of named entities and classifying text documents from different sources on the Web. We present real-world use case scenarios and derive features for training and managing NER models with the Stanford NLP machine learning API. Then, the integration of our developed NER system with an expert rule-based system is presented, which allows an automatic classification of text documents into different taxonomy categories available in the knowledge management system. Finally, we present the results of two evaluations. First, a functional evaluation that demonstrates the portability of our NER system using a standard text corpus in the medical area. Second, a qualitative evaluation that was conducted to optimize the overall user interface of our system and enable a suitable integration into the target environment.
Part of the book: The Role of Gamification in Software Development Lifecycle
In this chapter, a competency-based approach, based on the qualifications-based learning model (QBLM), will be presented, which makes it possible to store the acquired competencies and qualifications (CQ) in a so-called CQ-profile (CQP) while playing an educational game. The game and the course are based on a didactical structural template (DST), making it possible to switch between the course and the game. Before the educational game can be played, it must be checked whether a learner has all the required CQs for the course or learning unit in which the educational game is included. Therefore, this chapter shows an approach to how the CQPs can be implemented, and the data from the CQP can be used to check course prerequisites. Finally, a prototypical implementation with its evaluation and the remaining challenges will be presented in this chapter.
Part of the book: Gamification