Related papers: A Study on the Interactive "HOPSCOTCH" Game for th…
Gamification is an effective strategy for motivating and engaging users, which is grounded in business, marketing, and management by designing games in nongame contexts. Gamifying education, which consists of the design and study of…
Educational games are an increasingly popular teaching tool in modern classrooms. However, the development of complementary tools for teachers facilitating classroom gameplay is lacking. We present the results of a participatory design…
With an historical point of view combined with a bibliographic overview, the article discusses the idea that haptic force feedback transducers correspond with a paradigm shift in our real-time tools for creating music. So doing, il shows…
Robotics sets have been successfully used in elementary and secondary schools in conformance with the 'learning through play' philosophy fostered by LEGO Education, while utilizing the Constructionism didactic approach. Learners discover…
Children are the builders of the future and crucial to how the technologies around us develop. They are not voters but are participants in how the public spaces in a city are used. Through a workshop designed around kids of age 9-12, we…
Nowadays, computer simulations have reached amazing graphic results, providing awesome visual descriptions explaining the evolution of very complex physics phenomena, implementing the laws of Nature. Sometimes, without a scientific guide,…
Building on game design and education research, this paper introduces narrative-focused role-playing games as a way to promote visualization literacy in young children. Visualization literacy skills are vital in understanding the world…
Naturalistic recordings capture audio in real-world environments where participants behave naturally without interference from researchers or experimental protocols. Naturalistic long-form recordings extend this concept by capturing…
Educators often seek ways to introduce gaming in the classroom in order to break the usual teaching routine, expand the usual course curriculum with additional knowledge, but mostly as a means to motivate students and increase their…
The game of chess as always been viewed as an iconic representation of intellectual prowess. Since the very beginning of computer science, the challenge of being able to program a computer capable of playing chess and beating humans has…
In this article, we present our findings from ten years of research on intelligent educational games. We discuss the architecture of our training environments for learning spelling and mathematics, and specifically focus on the…
In this paper we present an integrated robotic system capable of participating in and performing a wide range of educational and entertainment tasks, in collaboration with one or more children. The system, called ChildBot, features…
Citizen science is transforming how cognitive scientists study the human mind, and video games are at the heart of this shift. By embedding experimental tasks into engaging, game-like experiences, researchers can reach large, diverse…
An original serious game prototype named 'Puzzlegram' is created for the elderly demographic in group settings as the target players. Puzzlegram is precisely designed to accentuate memory, auditory interaction as well as haptic response to…
Human computation games (HCGs) can provide novel solutions to intractable computational problems, help enable scientific breakthroughs, and provide datasets for artificial intelligence. However, our knowledge about how to design and deploy…
We provide ongoing results from the development of a personalized learning system integrated into a serious game. Given limited instructor resources, the use of computerized systems to help tutor students offers a way to provide higher…
Haptic perception and feedback play a pivotal role in interactive experiences, forming an essential component of human-computer interaction (HCI). In recent years, the field of haptic interaction has witnessed significant advancements,…
Creativity, or the ability to produce new useful ideas, is commonly associated to the human being; but there are many other examples in nature where this phenomenon can be observed. Inspired by this fact, in engineering and particularly in…
Animation, which is basically a form of pictorial presentation, has become the most prominent feature of technology-based learning environments. It refers to simulated motion pictures showing movement of drawn objects. Recently, educational…
There are many genetic and environmental factors that affect cognitive development. Music education can also be considered as one of the environmental factors. Some researchers emphasize that Music is an action that requires meta-cognitive…