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Modeling student learning and further predicting the performance is a well-established task in online learning and is crucial to personalized education by recommending different learning resources to different students based on their needs.…
The teaching innovation project SpaceRaceEdu: development of an educational multiplayer video game for self-study and self-assessment has been carried out under the INNOVA call of the Autonomous University of Madrid during the 2022-2023…
It has been shown that the emotional state of students has an important relationship with learning; for instance, engaged concentration is positively correlated with learning. This paper proposes the Inductive Control (IC) for educational…
We present an approach to Intelligent Tutoring Systems which adaptively personalizes sequences of learning activities to maximize skills acquired by students, taking into account the limited time and motivational resources. At a given point…
Due to their pedagogical advantages, large final projects in information visualization courses have become standard practice. Students take on a client--real or simulated--a dataset, and a vague set of goals to create a complete…
In this paper, we introduce a system called GamePad that can be used to explore the application of machine learning methods to theorem proving in the Coq proof assistant. Interactive theorem provers such as Coq enable users to construct…
RadGrad is a curriculum initiative implemented via an application that combines features of social networks, degree planners, individual learning plans, and serious games. RadGrad redefines traditional meanings of "progress" and "success"…
In addition to formal learning at universities, like in lecture halls and seminar rooms, students are regularly confronted with self-study activities. Instead of being left to their own devices, students might benefit from a proper design…
Recent work has demonstrated that problems-- particularly imitation learning and structured prediction-- where a learner's predictions influence the input-distribution it is tested on can be naturally addressed by an interactive approach…
Research has established increased engagement and positive behavioral, attitudinal, and learning outcomes from educational games. Although engagement begets these benefits, there is a lack of research on how students engage with educational…
Recently, reinforcement learning has been successfully applied to the logical game of Go, various Atari games, and even a 3D game, Labyrinth, though it continues to have problems in sparse reward settings. It is difficult to explore, but…
2048 is a single-player stochastic puzzle game. This intriguing and addictive game has been popular worldwide and has attracted researchers to develop game-playing programs. Due to its simplicity and complexity, 2048 has become an…
Sim-to-real transfer is a powerful paradigm for robotic reinforcement learning. The ability to train policies in simulation enables safe exploration and large-scale data collection quickly at low cost. However, prior works in sim-to-real…
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…
Serious games are gaining popularity as effective teaching and learning tools, providing engaging, interactive, and practical experiences for students. Gamified learning experiences, such as virtual escape rooms, have emerged as powerful…
This work stages Foosball as a versatile platform for advancing scientific research, particularly in the realm of robot learning. We present an automated Foosball table along with its corresponding simulated counterpart, showcasing a…
RLCard is an open-source toolkit for reinforcement learning research in card games. It supports various card environments with easy-to-use interfaces, including Blackjack, Leduc Hold'em, Texas Hold'em, UNO, Dou Dizhu and Mahjong. The goal…
Programming has become an essential component of K-12 education and serves as a pathway for developing computational thinking skills. Given the complexity of programming and the advanced skills it requires, previous research has introduced…
The process of teaching has been greatly changed by the COVID-19 pandemic. It is possible that studying will not resemble anymore the process known by the previous generations of students. As the current generations learn by doing and use…
In this paper, we present HoloBoard, an interactive large-format pseudo-holographic display system for lecture-based classes. With its unique properties of immersive visual display and transparent screen, we designed and implemented a rich…