Lotfi Elaachak
Abdelmalek Essaadi University, Tangier, Morocco

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Email subjects generation with large language models: GPT-3.5, PaLM 2, and BERT Loukili, Soumaya; Fennan, Abdelhadi; Elaachak, Lotfi
International Journal of Electrical and Computer Engineering (IJECE) Vol 14, No 4: August 2024
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijece.v14i4.pp4655-4663

Abstract

In order to enhance marketing efforts and improve the performance of marketing campaigns, the effectiveness of language generation models needs to be evaluated. This study examines the performance of large language models (LLMs), namely GPT-3.5, PaLM 2, and bidirectional encoder representations from transformers (BERT), in generating email subjects for advertising campaigns. By comparing their results, the authors evaluate the efficacy of these models in enhancing marketing efforts. The objective is to explore how LLMs contribute to creating compelling email subject lines and improving opening rates and campaign performance, which gives us an insight into the impact of these models in digital marketing. In this paper, the authors first go over the different types of language models and the differences between them, before giving an overview of the most popular ones that will be used in the study, such as GPT-3.5, PaLM 2, and BERT. This study assesses the relevance, engagement, and uniqueness of GPT-3.5, PaLM 2, and BERT by training and fine-tuning them on marketing texts. The findings provide insights into the major positive impact of artificial intelligence (AI) on digital marketing, enabling informed decision-making for AI-driven email marketing strategies.
Digitalization of educational plays for quality education Soulimani, Younes Alaoui; Elaachak, Lotfi; Bouhorma, Mohammed
International Journal of Electrical and Computer Engineering (IJECE) Vol 14, No 5: October 2024
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijece.v14i5.pp5443-5457

Abstract

Repetitive tests on a learning material help schoolchildren to memorize and to learn this material. Psychologists call this phenomenon the testing effect. Skilled teachers use learning plays to embed routine tests in an engaging way. To widespread this practice, we propose a framework to digitize learning plays embedding routine tests into educational videogames. We have identified the smallest set of game design elements required to build an educational videogame out of a learning play. We have used the self-determination theory to group game design elements, and to define a breakdown structure for engagement engineering. This structure helps select the appropriate design elements for an engagement driver. We have applied the framework to digitize a learning play. We have tested the digital play with 238 schoolchildren who considered it as a video game. The video game tested a proposed pattern to create challenges allowing an engaging flow experience. The pattern increased responses (9%) and created time distortion (24%). Delivering rewards following variable schedules reduced errors (49%) and increased time distortion (16%). This research explores how to digitize learning plays into engaging educational video games and how to design engaging video games to remediate missed learning.