Lifestyle in the globalization era like today has been tremendously changed from what it was in the past. This technological evolution has increasingly facilitated human-computer interactions, enabling technologies to adapt and cater to individual requirements across various domains, including education. Personalized-Learning is a learning model that is being explored and studied widely as it offers flexibility to lifestyle, living, travelling, and learning characteristics. It can be said that personalized-learning is a learning model in response to today needs and future needs. The present study introduces the Personalized Learning Online Environment (PLOEN), an innovative online platform designed to redefine learning from a contemporary to a futuristic perspective through a tri-dimensional approach. The first dimension of PLOEN is rooted in the OECD Learning Framework 2030, focusing on the holistic development of knowledge, skills, attitudes, and values. This is achieved through a pedagogical process that involves reflection, anticipation, and action, thereby fostering essential competencies for global participation. The second dimension incorporates the concept of gamification in the educational process. This is operationalized through elements such as Point (Level), Badge, and Leaderboard (User Competencies Dashboard) within the application, which collectively cultivate a ‘joyful’ learning environment, subtly blending education with gaming elements. The third dimension represents a novel human-computer interaction model, engaging all five senses to connect users with the system. This involves the integration of Neuron, Touch, Sound, Movement, and Voice-User Interfaces, which interact with various sensors like mobile, gesture, and face-detection technologies. The research results can be applied to personalized learning to create a dimension of learning and interaction in the future by expanding the scope of digital aesthetics that does not require only the use of fingertip sensory nerve endings and the separation between the digital world and the real world. Furthermore, the research proposed that the research on interactive technologies in education is important and it is worthwhile to study related issues further in the future.
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Sirikhvunchai et al. (2024) studied this question.
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