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An algorithm based on sentiment analysis and fuzzy logic for opinions mining

Author(s)
GHADA KHAIRY Faculty of Specific Education, Computer Teacher Preparation Dept., Damietta University, Damietta, Egypt
ABEER M. SAAD Faculty of Specific Education, Computer Teacher Preparation Dept., Damietta University, Damietta, Egypt
SALEM ALKHALAF Faculty of Science and Arts, Computer Science Department, Qassim University, Alrass, Saudi Arabia.
MOHAMED A. AMASHA Faculty of Specific Education, Computer Teacher Preparation Dept., Damietta University, Damietta, Egypt
Abstract
The collection and analysis of comments is an important topic, as traditional methods are based on analyzing and collecting students' feedback through a questionnaire. This paper aims to extract knowledge to support students' learning processes by understanding students' sentiments regarding the use of gamification quizzes in learning. The paper attempts to apply formative assessment in an innovative way, enrich the activities accompanying the educational process in higher education, and apply fuzzy logic to obtain a more accurate analysis and reflect the true perceived sentiment in the text's content. In addition, this paper proposes an algorithm for a gamification framework based on sentiment analysis and fuzzy logic (AGFSAFL). AGFSAFL consists of four main phases: specifying the proposed gamification algorithm, preprocessing students' opinions about gamification, applying sentiment analysis, and fuzzy logic classifier for student satisfaction level. Furthermore, it presents a visualization of the work of AGFSAFL. In the future, this paper intends to enhance our proposed algorithm to aid people with special needs (i.e., the blind) by converting it into a dynamic interactive application to ease their understanding of the materials.
Publication Details
Page(s) 3497-3506
DOI DOI not available
Published Journal: Journal of Theoretical and Applied Information Technology, Volume: 100, Issue: 11, Year: 2022

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Keywords
Algorithm, fuzzy logic, Sentiment analysis, Gamification, Student Feedback Analysis
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