Related papers: MiBoard: Multiplayer Interactive Board Game
This article presents a new concept of a multimedia interactive product. It is a multiuser versatile platform that can be used for different purposes. The first implementation of the platform is a multiplayer game called Texas Hold 'em,…
The game industry is moving into an era where old-style game engines are being replaced by re-engineered systems with embedded machine learning technologies for the operation, analysis and understanding of game play. In this paper, we…
Humans have long relied on visual aids like sketches and diagrams to support reasoning and problem-solving. Visual tools, like auxiliary lines in geometry or graphs in calculus, are essential for understanding complex ideas. However, many…
Mathematical reasoning with algebraic and graphical representations is essential for success in physics courses. Many problems require students to fluently move between algebraic and graphical representations. We developed a freely…
The use of educational games for pedagogical practice can provide new conceptions of teaching-learning in an interactive environment stimulating the acquisition of new knowledge. The so-called serious games are focused on the goal of…
This entry introduces educational games in secondary schools. Educational games include three main types of educational activities with a playful learning intention supported by digital technologies: educational serious games, educational…
Modern video games pose significant challenges for traditional automated testing algorithms, yet intensive testing is crucial to ensure game quality. To address these challenges, researchers designed gaming agents using Reinforcement…
Children are one of the groups most influenced by COVID-19-related social distancing, and a lack of contact with peers can limit their opportunities to develop social and collaborative skills. However, remote socialization and collaboration…
We present a new general board game (GBG) playing and learning framework. GBG defines the common interfaces for board games, game states and their AI agents. It allows one to run competitions of different agents on different games. It…
Strong foundations in basic AI techniques are key to understanding more advanced concepts. We believe that introducing AI techniques, such as search methods, early in higher education helps create a deeper understanding of the concepts seen…
Phishing continues to be a difficult problem for individuals and organisations. Educational games and simulations have been increasingly acknowledged as enormous and powerful teaching tools, yet little work has examined how to engage users…
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…
Hybrid tutoring, where a human tutor supports multiple students in learning with educational technology, is an increasingly common application to deliver high-impact tutoring at scale. However, past hybrid tutoring applications are limited…
Serious games are beneficial for education in various computer science areas. Numerous works have reported the experiences of using games (not only playing but also development) in teaching and learning. Considering it could be difficult…
Large language models with instruction-following abilities have revolutionized the field of artificial intelligence. These models show exceptional generalizability to tackle various real-world tasks through their natural language…
An important challenge in reinforcement learning is training agents that can solve a wide variety of tasks. If tasks depend on each other (e.g. needing to learn to walk before learning to run), curriculum learning can speed up learning by…
We introduce BusyBoard, a toy-inspired robot learning environment that leverages a diverse set of articulated objects and inter-object functional relations to provide rich visual feedback for robot interactions. Based on this environment,…
This paper describes the development needed to support the functional and teaching requirements of iRead, a 4-year EU-funded project which produced an award-winning serious game utilising lexical and syntactical game content. The main…
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 (SGs) have experienced a tremendous outburst these last years. Video game companies have been producing fun, user-friendly SGs, but their educational value has yet to be proven. Meanwhile, cognition research scientist have…