Related papers: MiBoard: Multiplayer Interactive Board Game
We propose a new form of human-machine interaction. It is a pictorial game consisting of interactive rounds of creation between artists and a machine. They repetitively paint one after the other. At its rounds, the computer partially…
The study aims to develop an application that will serve as an alternative learning tool for learning Asian Studies. The delivery of lessons into a virtual reality game depends on the pace of students. The developed application comprises…
In this paper, we investigate how the students think of their experience in a junior level course that has a blackboard course presence where the students use the discussion boards extensively. A survey is set up through blackboard as a…
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, there have been increasing calls for computer science curricula to complement existing technical training with topics related to Fairness, Accountability, Transparency, and Ethics. In this paper, we present Value Card, an…
IoT devices have become an integral part of our lives and the industry. Many of these devices run real-time systems or are used as part of them. As these devices receive network packets over IP networks, the network interface informs the…
We propose an interactive multimodal framework for language learning. Instead of being passively exposed to large amounts of natural text, our learners (implemented as feed-forward neural networks) engage in cooperative referential games…
This work-in-progress paper presents SPARC (Systematic Problem Solving and Algorithmic Reasoning for Children), a gamified learning platform designed to enhance engagement and knowledge retention in K-12 STEM education. Traditional…
I-nteract is a cyber-physical system that enables real-time interaction with both virtual and real artifacts to design 3D models for additive manufacturing by leveraging on mixed reality technologies. This paper presents novel advances in…
Past research has defined a general process for the data-driven redesign of educational technologies and has shown that in carefully-selected instances, this process can help make systems more effective. In the current work, we test the…
Context: New systems have emerged within the Industry 4.0 paradigm. These systems incorporate characteristics such as autonomy in decision making and acting in the context of IoT systems, continuous connectivity between devices and…
Games are a popular form of entertainment. However, many computer games present unnecessary barriers to players with sensory, motor and cognitive impairments. In order to overcome such pitfalls, an awareness of their impact and a…
Vocabulary acquisition in early education often relies on rote memorization and passive screen-based tools, which can fail to engage students kinesthetically and collaboratively. This paper introduces Vocabuild, an augmented tangible…
With the breakthrough of AlphaGo, deep reinforcement learning becomes a recognized technique for solving sequential decision-making problems. Despite its reputation, data inefficiency caused by its trial and error learning mechanism makes…
Educational games are commonly used to motivate students and provide enhanced learning opportunities. Apps and mobile games play an increasingly important role in education and smartphones are part of the daily lives of most female…
Traditional university orientation formats struggle to convey the intellectual substance of STEM curricula, particularly in disciplines where core competencies, such as algorithmic thinking and formal reasoning, are inherently abstract.…
Machine learning is an important tool for decision making, but its ethical and responsible application requires rigorous vetting of its interpretability and utility: an understudied problem, particularly for natural language processing…
JADE is an educational game we have imagined, designed, built, and used successfully in various contexts. This board game enables learning and practicing software ergonomics concepts. It is intended for beginners. We use it every year…
Studies on software tutoring systems for complex learning have shown that confusion has a beneficial relationship with the learning experience and student engagement (Arguel et al., 2017). Causing confusion can prevent boredom while signs…
Social skills training targets behaviors necessary for success in social interactions. However, traditional classroom training for such skills is often insufficient to teach effective communication -- one-to-one interaction in real-world…