Related papers: MiBoard: A Digital Game from a Physical World
Reinforcement learning (RL) methods have been actively applied in the field of robotics, allowing the system itself to find a solution for a task otherwise requiring a complex decision-making algorithm. In this paper, we present a novel…
The flipped classroom model has been widely acknowledged as a practical pedagogical approach to enhancing student engagement and learning. However, it faces challenges such as improving student interaction with learning content and peers,…
The increasing availability of digital tools for education offers significant opportunities to enhance teaching practices and student engagement. This study presents a structured categorization of online educational tools based on their…
An essential element of K-12 AI literacy is educating learners about the ethical and societal implications of AI systems. Previous work in AI ethics literacy have developed curriculum and classroom activities that engage learners in…
This paper puts forward the perspective that social play spaces are opportunities to utilise both technology and body for the benefit of community culture and engagement. Co-located social gaming coupled with tangible interfaces offer…
This thesis explores the use of a General Game System (GGS) to support the automatic expansion of game boards in boardless games. Traditional implementations of such games often rely on oversized static boards defined from the start, even…
Post-merger integration states unique challenges for professionals responsible for information system integration aimed on alignment and combination diverse system architectures of merging organizations. Although the theoretical and…
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…
Humans tend to learn complex abstract concepts faster if examples are presented in a structured manner. For instance, when learning how to play a board game, usually one of the first concepts learned is how the game ends, i.e. the actions…
IoT is a fundamental enabling technology for creating smart spaces, which can assist the effective face-to-face and online education systems. The transition to smart education (integrating IoT and AI into the education system) is appealing,…
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…
Games have always been a popular test bed for artificial intelligence techniques. Game developers are always in constant search for techniques that can automatically create computer games minimizing the developer's task. In this work we…
Physical skill acquisition, from sports techniques to surgical procedures, requires instruction and feedback. In the absence of a human expert, Physical Task Guidance (PTG) systems can offer a promising alternative. These systems integrate…
Imitation Learning is a promising area of active research. Over the last 30 years, Imitation Learning has advanced significantly and been used to solve difficult tasks ranging from Autonomous Driving to playing Atari games. In the course of…
We propose the following question: what game-like interactive system would provide a good environment for measuring the impact and success of a co-creative, cooperative agent? Creativity is often formulated in terms of novelty, value,…
Modern educational environments increasingly rely on digital platforms to facilitate interaction between students and educators. Discord has emerged as a popular communication platform in academic settings, offering a combination of…
Context: While most research shows positive effects of gamification, the focus on its adverse effects is considerably smaller and further understanding is needed. Objective: To provide a comprehensive overview on research reporting negative…
Currently, the development of computer games has shown a tremendous surge. The ease and speed of internet access today have also influenced the development of computer games, especially computer games that are played online. Internet…
This project aims to motivate research in competitive human-robot interaction by creating a robot competitor that can challenge human users in certain scenarios such as physical exercise and games. With this goal in mind, we introduce the…
Spreadsheets are one of the most widely used tools for end users. As a result, spreadsheets such as Excel are now included in many curricula. However, digital solutions for assessing spreadsheet assignments are still scarce in the teaching…