Related papers: MiBoard: Multiplayer Interactive Board Game
This paper presents an innovative pedagogical framework employing tangible interactive games to enhance artificial intelligence (AI) knowledge and literacy among elementary education students. Recognizing the growing importance of AI…
When using security questions most users still trade-off security for the convenience of memorability. This happens because most users find strong answers to security questions difficult to remember. Previous research in security education…
This paper introduces a collection of board games specifically chosen to serve as a basis for programming exercises. We examine the attractiveness of board games in this context as well as features that make a particular game a good…
In games, as in and many other domains, design validation and testing is a huge challenge as systems are growing in size and manual testing is becoming infeasible. This paper proposes a new approach to automated game validation and testing.…
Teaching software testing and debugging is a critical yet challenging task in computer science education, often hindered by low student engagement and the perceived monotony of these activities. Sojourner under Sabotage, a browser-based…
Working in complex industrial facilities requires spatial navigation skills that people build up with time and field experience. Training sessions consisting in guided tours help discover places but they are insufficient to become…
Digital inequality remains a significant barrier for many older adults, limiting their ability to navigate online spaces securely and confidently while increasing their susceptibility to cyber threats. In response, we propose a novel…
Cyber literacy merits serious research attention because it addresses a confluence of specialization and generalization; cybersecurity is often conceived of as approachable only by a technological intelligentsia, yet its interdependent…
In this paper, we propose Tutoring bot, a generative chatbot trained on a large scale of tutor-student conversations for English-language learning. To mimic a human tutor's behavior in language education, the tutor bot leverages diverse…
Serious games are defined as applied games that focus on the gamification of an experience (e.g., learning and training activities) and are not strictly for entertainment purposes. In recent years, serious games have become increasingly…
Reflection is a critical aspect of the learning process. However, educational games tend to focus on supporting learning concepts rather than supporting reflection. While reflection occurs in educational games, the educational game design…
Games can be a powerful tool for learning about statistical methodology. Effective game design involves a fine balance between caricature and realism, to simultaneously illustrate salient concepts in a controlled setting and serve as a…
AI-based Intelligent Tutoring Systems (ITS) have significant potential to transform teaching and learning. As efforts continue to design, develop, and integrate ITS into educational contexts, mixed results about their effectiveness have…
Classical billiards constitute an important class of dynamical systems. They have not only been in used in mathematical disciplines such as ergodic theory, but their properties demonstrate fundamental physical phenomena that can be observed…
We present MixingBoard, a platform for quickly building demos with a focus on knowledge grounded stylized text generation. We unify existing text generation algorithms in a shared codebase and further adapt earlier algorithms for…
Addressing the issues of dullness, low compliance, and lack of appeal in current digital mental health education and serious games for students and adolescents, this study proposes a novel, experience-centered framework for serious game…
Teaching programming effectively is difficult. This paper explores the benefits of using Minecraft Education Edition to teach Python programming. Educators can use the game to teach various programming concepts ranging from fundamental…
We investigate systematically the impact of human intervention in the training of computer players in a strategy board game. In that game, computer players utilise reinforcement learning with neural networks for evolving their playing…
Qubit Touchdown is a two-player, competitive board game that was developed to introduce students to quantum computing. A quantum computer is a new kind of computer that is based on the laws of quantum physics, and it can solve certain…
A widespread adoption of Virtual, Augmented, and Mixed Reality (VR/AR/MR), collectively referred to as Extended Reality (XR), has become a tangible possibility to revolutionize educational and training scenarios by offering immersive,…