Research Article

Gamification and Machine Learning Inspired Approach for Classroom Engagement and Learning

Table 3

Examples of 9 fuzzy rules.

Rule no.AttendanceOther activitiesDecision-making

1.LowModerateDecision 1
2.ModerateModerateDecision 2
3.HighLowDecision 3
4.LowLowDecision 4
5.ModerateHighDecision 5
6.HighHighDecision 6
7.LowHighDecision 7
8.ModerateLowDecision 8
9.ModerateHighDecision 9