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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Ontological Modeling of Intelligent Learning Systems with Elements of Gamification</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Olha Tkachenko</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kostiantyn Tkachenko</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Oleksandr Tkachenko</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mariia Astafieva</string-name>
          <email>m.astafieva@kubg.edu.ua</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Borys Grinchenko Kyiv University</institution>
          ,
          <addr-line>18/2 Bulvarno-Kudryavska str., Kyiv, 04053</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>State University of Infrastructure and Technology</institution>
          ,
          <addr-line>19 I. Ogienko str., Kyiv, 02000</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
      </contrib-group>
      <fpage>25</fpage>
      <lpage>35</lpage>
      <abstract>
        <p>An ontological model of an intelligent learning system with elements of gamification has been built, which captures and structures knowledge common to the corresponding subject area. This allows you to reuse it as the basis of a single knowledge model, which ensures logical consistency between individual ontologies when combined to create a training course with a wider list of topics and tasks. The application of the ontological approach is a very effective way to design intelligent learning systems. The constructed separate ontological models (for topics, training courses, etc.) contribute to the design of a unified information learning environment within which intelligent learning systems can operate using gamification elements. Ontological modeling of intelligent learning systems based on multidimensional models is proposed. The proposed approach allows the development of an infological model of any learning system (information or intelligence), which fully reflects the pragmatics of the studied subject area.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Ontology</kwd>
        <kwd>ontological modeling</kwd>
        <kwd>learning process</kwd>
        <kwd>intelligent learning system</kwd>
        <kwd>gamification</kwd>
        <kwd>educational content</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Use only The intensive development of
information technology and mobile
communications is invading all spheres of life,
including the educational process: electronic tests
are being developed, video lectures are being
recorded and broadcast, webinars are being held,
wiki resources are being created, universities are
creating and supporting distance training courses,
online conferences.</p>
      <p>Classical teaching methods are modified and
supplemented with new modern teaching
technologies, tools, and conceptual approaches.</p>
      <p>Along with changes in learning technologies
and the corresponding tools used in training
courses (learning systems), one should take into
account the fact that modern students are involved
in the world of digital technologies from an early
age.</p>
      <p>The leader of modern educational strategies is
gamification [1].</p>
      <p>One of the directions for modernizing learning
processes and increasing their efficiency and
effectiveness is their intellectualization and
attraction of new approaches and tools to attract
students to study the material of the training
course, increase their level of interest in mastering
the relevant educational content (training
(educational) material, tests, tasks for independent
work, etc.) [2, 3].</p>
      <p>One such new approach is the gamification of
the learning process.</p>
      <p>However, the infrastructure of the modern
unified educational information space is not yet
sufficiently developed.</p>
      <p>And such tools as gamification require not
only creative reflection, but a formalized systemic
interdisciplinary research both on the part of
specialists in specific subject areas, teachers, and
psychologists for different age groups of students.</p>
      <p>However, due to the lack of a unified
representation of knowledge about the subject
areas of learning systems (in particular, distance
learning systems, e-learning), as well as the forms
of providing educational content and methods of
providing and testing students, which are often
incompatible, which complicates the process of
their unification and unification into a single
information learning space, have low semantic
interoperability.</p>
      <p>Nowadays, there is a low level of integration
of heterogeneous electronic educational resources
(databases of educational content, databases of
methods and tools for both the learning process
itself and monitoring the learning process, testing,
and monitoring students’ knowledge, databases of
the components of gamification for studying some
training courses).</p>
      <p>It should be noted that the elements of
gamification are poorly used not only in higher
educational institutions but also in schools, where
the component of gamification could encourage
students to become interested in learning and
selflearning (due to their age and gaming addictions).</p>
      <p>
        Improving the quality of learning processes at
all levels (providing educational content,
monitoring, and controlling knowledge,
performing independent tasks, etc.) can be
achieved by, in particular, solving the following
problems [
        <xref ref-type="bibr" rid="ref5 ref6 ref7">4–7</xref>
        ]:
• Semantic description of knowledge about
the studied subject area.
• Development and use of ontological
analysis methods.
• Development of ontological models of
both individual training courses and the
learning system in a separate higher
educational institution (or the country as a
whole).
• Development and use of a single
information learning space, harmonized with
European standards.
• Development and use of a unified base for
methodological support of learning processes.
• Development and use of a unified
information base of unified educational
content.
• Development and use of a unified
information base of unified tests.
• Development and use of a unified
information base of the components of
gamification.
• Usage of motivational methods for
learning and self-learning.
• Systematic study of the possibilities of
gamification in intelligent learning systems.
• Development and use of information
learning systems with elements of
intellectualization and gamification.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Use of Gamification in Learning</title>
    </sec>
    <sec id="sec-3">
      <title>Processes</title>
      <p>When building a training course using the
concept of gamification, the following tasks
should be distinguished:
• Increasing the efficiency of the
organization of the learning process.
• Determining the appropriateness of using
one or another element of gamification when
providing students with specific educational
content.
• Creation of rules for students to pass the
educational material of the training course.
• Creating incentives for attending lectures
and mastering lecture material.
• Effective use of the time allocated for the
independent work of students.
• Monitoring and control of passing by
students of control points of a training course.
• Improving the quality of practical work
performed by students.
• Search/development of the components
of gamification for studying the educational
content of the training course.
• Creation of an information base of
educational content with elements of
gamification.
• Creation of an information base of tests
with elements of gamification.
• Development of information technology
support for a training course (within a specially
developed information learning system or
within an existing information (or intelligent)
learning system/training course modified with
elements of gamification).</p>
      <p>The elements of gamification of the learning
process include:
• Call (the goal to achieve the highest
possible grade obtained while observing the
training course rules).
• Tasks, tests, and compiled with the
components of gamification.
• Competition (between individual students
and/or their subgroups).
• Cooperation (performing work on
mistakes, mutual assistance in solving
problems, assistance in explaining
incomprehensible educational content, etc.).
• Feedback (information about the success
of a student acting as a player in the study of a
particular training course).
• Accumulation by students of knowledge
of the training course and the results of
monitoring (or intermediate testing) of this
knowledge.
• Rewards (bonus points).
• State of victory (total score, current
knowledge score including bonuses, final
grade, status in the group, etc.).</p>
      <p>The use of gamification elements in the
learning process involves:
• Restrictions (in particular, on the
performance of control/test tasks or tasks for
independent work).
• Emotions (curiosity, competitive spirit,
disappointment, happiness, etc.).
• Narrative (consistent, continuous
storyline).
• Promotion (player growth and
development).
• Relationship between the players.</p>
      <p>Let’s consider the adopted strategy and
borrowed the components of gamification in more
detail.</p>
      <p>The analysis, systematization, and
generalization made it possible to identify a list of
effective components of gamification references to
tables, i.e., please, check
them to study the learning material that is
provided to them in the game environment.
• Skill development. Game components of
educational content allow students to discover
the relevance and importance of the material
being studied.
• Understanding the content. If a student is
having trouble mastering traditionally
presented educational content, then the game
components of providing educational content
can help them understand the material more
easily.
• Use of external motivators (e.g. virtual
trophies, achievement points, competitive
spirit, etc.).
• Availability of quick feedback. In this
case, it is necessary to think very carefully
about the result of the educational purpose and
develop a game that will motivate students to
complete the tasks.
№
1
2
3
4
5
6
7</p>
      <p>Item
Mystery</p>
      <p>Action
Emotional
component
2.1.</p>
    </sec>
    <sec id="sec-4">
      <title>Gamification</title>
    </sec>
    <sec id="sec-5">
      <title>Learning and</title>
    </sec>
    <sec id="sec-6">
      <title>Design in</title>
      <p>Game mechanics is how the game works: its
rules and process.</p>
      <p>An important point of the game mechanics
used in the learning process is, in particular, that:
the structure and dynamics of the game must
correspond to the learning content.</p>
      <p>For example, if the content describes
cybersecurity issues, then the game mechanics, as
well as the design of the training course (a topic
or its fragment, a separate lesson, etc.) should be
related to information security.</p>
      <p>For example, organizational game actions to
protect the information, knowledge quizzes
regulatory support of cybersecurity, a game
against the clock to generate a sequence of actions
to overcome the danger associated with cracking
passwords to protected information, etc.</p>
      <p>In the context of competitive study of
educational content, for some students, it is not
enough just to earn a prize.</p>
      <p>Often they just need to brag about their
achievements—this increases their self-esteem.</p>
      <p>Usually, tournament tables (ratings, honor
boards, etc.) are used for this.</p>
      <p>In [3], it is proposed, for example, to use the
following game techniques when teaching:
• Reflection in the standings of those
achievements and skills that are important for
learning purposes.
• Using more than one leaderboard within
the same training program for example, you
can create separate leaderboards for each
group, student, or team of students, as well as
for each task in the training course.
• Ensuring the possibility of searching
through the standings (if a student sees only the
leaders and cannot immediately find himself or
his friends in the ranking, the effectiveness of
such a ranking is reduced).
• Allowing students to create their
standings. So they can quickly evaluate their
results in comparison with colleagues and
acquaintances.
• Allowing students to react in situations
where the leaderboard does not update
immediately (this often happens in educational
games).
• Resetting the tournament leaderboards at
the end of the week so that students can start
their competitive training from a clean slate.</p>
      <p>In addition to points and leaderboards, there
are other examples of game mechanics that will
make learning with elements of gamification more
interesting, meaningful, and motivating:
• Pattern recognition (for example,
recognizing and recognizing trends and
familiar sequences of learning content
elements in game-based learning content).
• Collecting (for example, collecting decals
and other objects related to the training
course).
• Surprise and joy from receiving
unplanned awards and high results obtained
when studying learning content within a
training course implemented within an
intelligent learning system.
• Organization and order, which involves
placing and providing students with elements
of educational content in the correct sequence.
• Gifts allow, while studying in a team, to
share your points with other students in the
team.
• Recognition and achievement, where
students are praised for their progress.
• Opportunity for group leaders to lead
other students by showing them how to cope
with a particular task.
• Obtaining the status of a student for their
achievements while studying the educational
content of the corresponding training course.</p>
      <p>Learning becomes as effective as possible if a
student can be involved in the process of
mastering learning content through the
involvement of gamification.</p>
      <p>Some of the named game mechanics are
universal, and some are directly related to
corporate training.</p>
      <p>Thanks to these mechanics, students are
increasingly involved in the dynamics of the
training course.</p>
      <p>It is at such moments that learning becomes
most effective.</p>
    </sec>
    <sec id="sec-7">
      <title>3. Ontological Modeling of Learning</title>
    </sec>
    <sec id="sec-8">
      <title>Systems That Use Gamification</title>
      <p>Among the developed applied ontologies in the
field of informatization of learning processes are
models of training courses.</p>
      <p>Often such modeling is limited to the
development of a thesaurus of the discipline, the
use of which allows for the adaptive selection and
ordering of educational content provided to
students.</p>
      <p>Another approach is the ontological analysis of
the structure of the educational content, when, for
example, the ontology is based on the semantic
relationships between knowledge that are
included in the knowledge base of a particular
training course.</p>
      <p>The overall goal of the ongoing research is to
unify the structure of the educational content,
which allows for more efficient integration of
existing training courses implemented in different
information (intelligent) learning systems.</p>
      <p>The ontological modeling described in the
paper focuses on:
• Structure of knowledge common to the
subject area studied and supported by the
corresponding intelligent learning systems
(this contributes to the repeated use of the
developed ontological models as the basis of a
single knowledge model, due to which logical
consistency is maintained between individual
ontologies when they are combined).
• Elements of gamification are used to
provide educational content and motivate
students to study it.</p>
      <p>Ontological models of intelligent learning
systems formally describe the main elements
(concepts) of the subject area and determine the
implementation of the logic of an intelligent
learning system.</p>
      <p>Learning processes, their structure, and
educational content are described in terms of
interrelated knowledge elements of the relevant
subject area.</p>
      <p>
        An ontology is a specification of a
conceptualization of a subject area [
        <xref ref-type="bibr" rid="ref8 ref9">8, 9</xref>
        ].
      </p>
      <p>This is a formal and declarative representation
that includes a vocabulary of concepts and their
corresponding domain terms, as well as logical
expressions that describe a set of relationships
between concepts.</p>
      <p>
        Formally, the ontology is defined by the triple
[
        <xref ref-type="bibr" rid="ref10 ref11 ref12">10–12</xref>
        ]:
      </p>
      <p>O = &lt; X, R, F &gt;
where X is a set of concepts (elements, terms) of
the subject area, which is represented by the
ontology O; R is the set between the concepts of
the subject area under consideration; F is a set of
interpretation (axiomatization) functions defined
on concepts and/or relations of the ontology O.</p>
      <p>It is rather difficult to describe all aspects of
educational activity within the framework of a
standard approach.</p>
      <p>
        To a certain extent, the problem of a qualitative
description of all structural units of the learning
process can be solved by using the appropriate
thesaurus [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>A thesaurus is a special kind of dictionary, in
which the semantic relations between lexical units
are indicated.</p>
      <p>Unlike an explanatory dictionary, a thesaurus
allows you to discover the meaning not only by
using a definition but also using the correlation of
a word with other concepts, thanks to which it can
be used in intelligent learning systems.</p>
      <p>The structure of the thesaurus can be built
based on semantic networks, which reflect the
semantics of the subject area in the form of
concepts and relations and are one of the most
convenient ways of presenting knowledge.
3.1.</p>
    </sec>
    <sec id="sec-9">
      <title>Ontologies for Structural and</title>
    </sec>
    <sec id="sec-10">
      <title>Informational Support of Learning</title>
    </sec>
    <sec id="sec-11">
      <title>Processes with Gamification</title>
      <p>Let’s consider the main trends and
perspectives of using ontologies of learning
processes that use the concept of gamification.</p>
      <p>An ontology defines the terms of the subject
area, gives their interpretation, and contains
statements that limit the meaning of these terms.</p>
      <p>They are used to record knowledge about any
area of interest and define terms or concepts that
relate to the chosen subject area and also specify
the relationship between these terms.</p>
      <p>
        In the process of computer training (e-learning,
distance learning, etc. [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]), the following
participate informational (or intelligent) learning
systems (educational systems) that play the role of
a teacher and a learner (pupil, cadet, student,
training course listener, etc.).
      </p>
      <p>Based on this, the knowledge base of the
intelligent learning systems should contain the
expert’s knowledge of the subject area (the
socalled pedagogical knowledge) and the
knowledge of the learner (the so-called personal
knowledge).</p>
      <p>That is, the main task of ontological modeling
of knowledge in intelligent learning systems is to
build adequate models based on ontologies.</p>
      <p>The educational content of the intelligent
learning systems with gamification is a set of
subject elements—didactically completed blocks
that reflect the content of the learning (training)
discipline.</p>
      <p>If the intelligent learning system in the
learning process supports the concept of
gamification, then the knowledge base of game
components should be organized accordingly in
the information base of the information (or
intelligent) learning system.</p>
      <p>Relationships between elements of educational
content (subject elements) reflect the structure of
the educational (training) material (educational
content).</p>
      <p>But in this context, subject knowledge is a
system of knowledge consisting of elements of
educational content and relationships between
them, which reflect knowledge about the
composition and structural properties of
educational content (training material).</p>
      <p>If gamification elements are added to the
teaching of educational content in the learning
process, then two types of relationships are added
to the relationships between the elements of the
educational content:
• Relationship between the educational
content element and the gamification
component.
• Relationship between gamification
components.</p>
      <p>We denote by E the set of subject elements and
by Ga the set of gamification elements.</p>
      <p>The structural relations of the subject elements
are defined by a binary relationship, which we
denote by and will call the structural
relationship in the subject area of the training
course.</p>
      <p>Structural connections of subject elements are
determined by a binary relationship, which we
denote by  ⊂  ×  and will call the
structural relationship between the educational
content of the training course and the elements of
gamification.</p>
      <p>Structural connections between gamification
elements are defined by a binary relationship,
which we denote by  ⊂  ×  and will call
the structural relationship between gamification
elements.</p>
      <p>The set P = Е U Ga and the structural relation
S = Se U Sge U Sg are formed by an expert—a
developer of an electronic training course
(hereinafter—training course, course).</p>
      <p>The basic subject elements from which set E is
formed are topics.</p>
      <p>Let us denote by T—the set of topics presented
in the intelligent learning system in the chosen
subject area. T is a finite, discrete, strictly ordered
set.</p>
      <p>The basic structure of subject knowledge is
determined by a binary relationship
—“subtopic of the topic”, such that
(ti , t j ) Si , i  1, n, j  1, n, i  j
if the educational content of the topic ti reveals the
educational content of the topic t j .</p>
      <p>Among all the topics of the training course
, it is possible to single out a subset of
supporting topics, the levels of mastery of which
the student determines the success of the learning
process.</p>
      <p>At the standard level of knowledge of the main
topics, students receive a set of abilities, skills,
and competencies that meet today’s requirements
for relevant specialists in this subject area.</p>
      <p>We will call the set the set of learning
goals. When formalizing the learning process, as
a rule, necessary and sufficient learning goals are
distinguished.</p>
      <p>The necessary learning goal is a set of topics
and the diagnosis of the reference knowledge
which is necessary during the completion of the
training course to be allowed to continue the
training course.</p>
      <p>A sufficient learning goal is a set of topics, in
case of not reaching the reference level of
knowledge, these topics are recommended for
repeated study, while the student has access to any
topic of the training course.</p>
      <p>Highlighting several goals at the same time
gives the expert more opportunities when building
a training course.</p>
      <p>According to modern requirements for
intelligent learning systems, the content of the
electronic training course should be adapted to the
students.</p>
      <p>Accordingly, the content of the topics should
be supplemented with an adaptive part:
• blocks of educational content, which we
will call individual versions.
• gamification elements that motivate
students and brightly “highlight” certain
elements of educational content.</p>
      <p>Alternative individual versions of the topic
differ in the degree of detail and depth of
presentation of the educational material, which
helps to adapt the content of the training (learning)
course to different levels of preliminary training
of students.</p>
      <p>At the same time, all alternative individual
versions present the basic content of the topic,
which is necessary for studying the topic for all
students, regardless of their training.</p>
      <p>Let us denote by C—the set of individual
versions of all topics of the training course. The
set C is discrete, finite, and strictly ordered.</p>
      <p>The expert, forming the training course,
establishes the relationship Sc  C  T —
“individual version of the main topic (or
subtopic)” so that (c, t )  Sc if the content of the
individual version C is agreed with the content of
the topic t.</p>
      <p>Alternative individual versions of the topic (or
subtopic) of the training course can be presented
at different levels corresponding to the student’s
preparation.</p>
      <p>We will call these levels difficulty levels.</p>
      <p>The expert assessment of the degree of
complexity of each variant of the individual
version of the topic is subjective and linguistically
uncertain, which makes it difficult to apply
precise quantitative methods in its formal
description based on the appropriate ontological
model of the training course.</p>
      <p>In addition to theoretical material, the training
course should be accompanied by diagnostic
material intended for knowledge control.</p>
      <p>As a rule, in an intelligent learning system,
operational control of knowledge is carried out
with the help of tests consisting of a suitable set of
test tasks (tests).</p>
      <p>A test is a clear and precise task from a specific
subject area that requires a clearly defined answer
or the execution of an appropriate algorithm of
actions.</p>
      <p>The representation of subject knowledge in the
information base of the intelligent learning system
is displayed by an oriented graph.</p>
      <p>The set of vertices of the graph reflects the set
of elements of educational content and elements
of gamification, the set of arcs—the structural
relations highlighted above.</p>
      <p>Vertices and arcs are marked with the values
of the membership function of established sets and
relations.</p>
      <p>The composition and structure of the ontology
of personal knowledge reflect an oriented graph
~</p>
      <p>G = (E , S ,  G~ (e),  G~ (s)).</p>
      <p>The oriented graph reflects the presentation of
personal knowledge in the information base of the
intelligent learning system.</p>
      <p>The vertices of the graph G reflect the
composition of diagnosed subject knowledge—a
subset E   E ,   ′ ⊂  —a subset of
gamification components.</p>
      <p>The arcs of the graph G reflect the structure
of diagnosed subject
knowledge—subrelationships S   S .</p>
      <p>The purpose of building personal knowledge is
to establish the degree of achievement of the
learning goals by students and to find a subset of
the topics recommended for study by the
established degree of achievement of the goals.</p>
      <p>Let us denote through T   T —a set of
topics offered for study.</p>
      <p>The task of the expert is to determine the
composition of the set T  and determine the
relevant elements of gamification.</p>
      <p>The degree of students’ mastery of educational
content of the training course material is reflected
~
by the set T  T —“reference mastery of the
topic (or subtopic)”.
~</p>
      <p>On the set T there are also given sets N and
~
D , characterizing the necessary and sufficient
learning goals, respectively.</p>
      <p>~ ~</p>
      <p>Then the set N \ T , set on the set of topics T,
reflects the degree of students’ achievement of the
required learning goal.</p>
      <p>The set membership function has the form:
 N~ \T~ (t ) = max N~ (t ) −  T~ (t ),0
In this case, the carrier of this set is the subset</p>
      <p>N  T  , N = t  N~ \T~ (t )  0
is a set of uncounted topics (or subtopics).</p>
      <p>If there are uncredited topics, the student will
not be able to continue studying the course, that
is, in this case T  = N .</p>
      <p>The degree to which the student has achieved
a sufficient learning goal is reflected by the set
~ ~
D \ T given on the set of tested topics</p>
      <p>D = t  D~\T~ (t )  0 (D  T )
the membership function of which.</p>
      <p>At the same time, many enrolled topics are
provided for repeated study.</p>
      <p>In the case of establishing topics for which a
sufficient learning goal has not been achieved,
these topics, together with the ones not yet
studied, make up a set of topics that should be
studied by the student.</p>
      <p>Then T  = D  T  , where T  = T \ T  is the
set of unstudied topics of the training course.</p>
      <p>Thus, in the general case, the set of topics that
should be studied by students to obtain a complete
image of knowledge from the course is a subset
T   T such that</p>
      <p>N , N  
T  = </p>
      <p>D  T , N = </p>
    </sec>
    <sec id="sec-12">
      <title>3.2. Design of the Ontological Model of Learning Processes</title>
      <p>The process of developing ontologies includes
several steps.</p>
      <p>First of all, the terms of the subject area and the
relationship between them are defined, then the
concepts of the subject area itself are defined.</p>
      <p>The next step is the organization of concepts
into a hierarchy and the definition of attributes and
properties of classes (subclass—superclass),
imposing restrictions on their values.</p>
      <p>Then the individuals or instances are defined
and attributes and properties are assigned values.</p>
      <p>The development of ontologies is a cyclical
process and always begins with the processing of
elementary sets of concepts of a given subject area
and the description of how these concepts relate to
each other.</p>
      <p>
        The structure of an ontology, as a rule, consists
of two parts: the naming of important concepts
and information or knowledge about these
concepts [
        <xref ref-type="bibr" rid="ref15 ref16">15, 16</xref>
        ].
      </p>
      <p>The process of forming an ontology consists of
the fact that having a description of some
concepts, they can be fixed coherently in the form
of objects using ontology construction.</p>
      <p>In addition, in the process of designing the
ontology, properties are set that are not concepts
but allow forming of relationships of objects.</p>
      <p>Ontology can be presented as the main
component of an intellectual educational system,
performing the following functions:
• Defines a common terminological base
for all users of the intellectual educational
system.
• Allows formulation rules and precedents
using the same concepts of subject areas.</p>
      <p>
        The semantic approach to the analysis of
situations allows an expert or a group of experts
to describe with the help of a single standardized
language the general ontological model of the
subject areas [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] studied by students and the
educational content with the corresponding
elements of gamification is supported by the
corresponding subsystems of the intelligent
learning system.
      </p>
      <p>Based on the integrated ontology of knowledge
management, models of knowledge presented in
the form of rules and decision-making precedents
in problem situations are built, which are
associated with independent (programming,
literary, creative, etc.) tasks provided to students
together with the educational content of the
corresponding training course.
3.3.</p>
    </sec>
    <sec id="sec-13">
      <title>Ontological</title>
    </sec>
    <sec id="sec-14">
      <title>Presentation</title>
    </sec>
    <sec id="sec-15">
      <title>Content of</title>
    </sec>
    <sec id="sec-16">
      <title>Model of</title>
    </sec>
    <sec id="sec-17">
      <title>Educational</title>
      <p>When modeling the process of extracting
information, an important role is played by the
presentation ontological model of educational
content and elements of gamification for training
courses.</p>
      <p>The essence of this ontological model, in
particular, is:
• Unified support for all stages of
processing the content of educational content,
including the content of topics and subtopics of
training courses and relevant elements of
gamification.
• Usage of “external” expert annotation to
terminological concepts and gamification
components, synchronized with the
educational content of the educational course
of the relevant subject area.</p>
      <p>The educational content presentation
ontological model is a set of content coverages
when the intermediate processing results are
objects of the same type with a given projection
on the content.</p>
      <p>This approach allows you to visually interpret
the results and highlight the knowledge that is
contextually related to each element.</p>
      <p>The ontological model of the presentation of
educational content in intelligent learning systems
is defined as follows:</p>
      <p>OMECG = &lt;CA, CL, CG, CTh, CIO, CCG&gt;,
where:</p>
      <p>CA is a graphemic cover containing many
elementary objects of the subject area (an
elementary object is an object associated with a
fragment of the educational content of a training
course (for the subject area) consisting of symbols
of the same type).</p>
      <p>CL is terminological coverage containing a set
of lexical objects, the parameters of which are:
• Dictionary term.
• Grammatical characteristics of the term.
• Set of the semantic features.
• Positions in educational content.</p>
      <p>CG is segmented (genre) coverage that reflects
the logical and compositional structure of the
educational content and includes many segments,
the parameters of which, in particular, are:
• Type or formal segment of the genre
model of the educational content.
• Position.
• Links with other segments that determine
their relative position in the educational
content.</p>
      <p>СTh is thematic coverage, which is determined
by a set of thematic fragments.</p>
      <p>CIO is an information coverage containing a set
of information objects, the main parameters of
which are:
• Ontological object or an instance of a
concept defined by the ontology of the subject
areas.
• Positions.
• Set of information dependencies of the
object.</p>
      <p>CCG is a game cover containing a set of
gamification components, the main parameters of
which are:
• Game element mechanisms.
• Game element design adequacy to the
subject area being studied.
• Student orientation (for independence or
teamwork).</p>
      <p>Depending on the problem being solved, other
types of coverage can be distinguished. The
presented model is focused on the tasks of
semantic analysis and information extraction.</p>
      <p>The main stages in the formation of an
ontological model for the presentation of
educational content are:
• Preliminary preparation and processing of
educational content (the result is, in particular,
the formation of the structure of the training
course, the construction of ontologies of the
subject areas, etc.).
• Analysis of educational content (the result
is well-formed lexemes, sentences in the
subject area language, graphemic coverage of
educational content, etc.).
• Conducting lexical analysis of the
educational content (the result is the
terminological coverage of the content).
• Carrying out genre typification and
fragmentation of educational content (the
result is segment coverage of educational
content).
• Carrying out the thematic classification of
educational content (the result is thematic
coverage of educational content).
• Carrying out semantic analysis of the
educational content, which uses gamification
components (the result is the information
coverage of the educational content).</p>
      <p>The graphemic coverage of educational
content is the result of its grammatical analysis,
during which the content is divided into
elementary atoms.</p>
      <p>The main task of this stage is to group
characters of the same type in a sequence and give
them an interpretation.</p>
      <p>An important property of this representation is
that the coverage elements define all possible
element boundaries for all subsequent
representations.</p>
      <p>The terminological coverage consists of
vocabulary terms found in this educational
content of training course (courses), taking into
account possible homonymy and intersections of
multi-word terms.</p>
      <p>
        Terminological coverage of educational
content is a lexical content model that is built
based on the lexical ontological model [
        <xref ref-type="bibr" rid="ref18 ref19">18, 19</xref>
        ] of
the subject area language and includes found
terms concerning the position in the educational
content of training course(s).
      </p>
      <p>The segment coverage reflects the structural
division of the educational content into logical
(paragraph, sentence, heading, etc.) and genre
fragments (elements).</p>
      <p>Genre coverage is one way of reflecting the
formal structure of educational content, which
uses gamification components.</p>
      <p>When analyzing educational content, splitting
into genre fragments helps to narrow the search
area for information of certain type and improve
the quality of analysis.</p>
      <p>The thematic coverage is built over
terminological and genre coverage.</p>
      <p>It defines the educational content boundaries
of the training content areas for each considered
subject of training courses implemented in
intelligent learning systems.</p>
      <p>The information coverage describes the found
information (element of educational content) in
the form of a semantic network model of objects
of the particular subject area.</p>
      <p>The information coverage of the educational
content represents the results of the semantic
processing of the training course implemented in
intelligent training systems.</p>
      <p>To build information coverage, it is necessary
to have a data format that specifies the structure of
the presentation and storage of the information
received.</p>
      <p>The educational content of the intelligent
training system built based on ontology is a set of
instances of ontology classes.</p>
      <p>Information objects are formed based on fact
models. In this case, information dependencies are
generated between the objects that act as model
arguments and its result.</p>
      <p>To accurately describe these dependencies, an
attributive model for extracting information is
used.</p>
      <p>The advantage of such a model, in particular,
is:
• Visualization of the results of the
educational content analyzer.
• Formal description of educational content
processing algorithms and proof of their
properties.
• Using the formal description of
algorithms as a top-level abstraction for their
software implementation.
• Ensuring the reliability of the result,
which will allow a wide range of corpus
studies.</p>
      <p>The proposed approach is based on the
informational connectivity of information objects
extracted from the given educational content of
training course(s).</p>
      <p>The conflict resolution subsystem of
intelligent learning systems must resolve all
ambiguities in such a way that the intelligent
training system is free from conflicts and at the
same time preserves the maximum possible
number of objects and relationships.</p>
      <p>The identification of intelligent learning
systems involves the selection of certain groups
(clusters) from elements of educational content
and groups of gamification components,
depending on the role and principles of using
these systems in learning processes in certain
higher education institutions.</p>
    </sec>
    <sec id="sec-18">
      <title>4. Conclusion</title>
      <p>The proposed approach to the design of
intelligent learning systems based on the use of
ontological models, including elements of not
only learning content but also the corresponding
gamification components, provides, in particular,
the following advantages:
• Ontological modeling allows you to
assemble a single, structured, transparent
system of training courses, which helps
teachers to navigate the construction of new
and development of already existing training
courses (or their clusters), thereby ensuring the
implementation of the principle of
systematicity and sequence of learning.
• Ontological modeling allows you to
assemble a single, well-structured system of
gamification components agreed upon with
psychologists and other experts, which helps
teachers in building new and developing
existing training courses, thus ensuring the
implementation of student motivation for
learning and self-learning.
• ontological modeling enables students to
understand logic and systematicity in the
content of the acquired knowledge, as well as
to have a new source of information regarding
the subject area being studied.
• Ontological modeling contributes to
obtaining new knowledge about the subject
area being studied, using, in particular, queries
to the relevant knowledge base of the
intelligent learning system.
• Ontological modeling contributes to the
structuring of the subject area, designing the
structure in the form of a corresponding
ontograph.
• Ontological modeling can be used to find
and form appropriate educational content.
5. References</p>
    </sec>
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