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Gamification is an emerging technique to enhance motivation and performance in traditionally unengaging tasks like software testing. Previous studies have indicated that gamified systems have the potential to improve software testing…
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…
E-learning is a widely used learning method, but with the development of society, traditional E-learning method has exposed some shortcomings, such as the boring way of teaching, so that it is difficult to increase the enthusiasm of…
Serious games are widely used for learning and training across domains such as healthcare, defense, and education. Persistent challenges remain, however, including static scenario design, authoring bottlenecks, limited learner modeling, and…
Many animals, and an increasing number of artificial agents, display sophisticated capabilities to perceive and manipulate objects. But human beings remain distinctive in their capacity for flexible, creative tool use -- using objects in…
This study explores the role of gamification in enhancing academic library services in India by surveying library leaders across various institutions. Using game-like elements in non-game contexts, gamification can boost user engagement and…
Adding game elements to higher education is an increasingly common practice. As a result, many recent empirical studies focus on studying the effectiveness of gamified or game-based educational experiences. The findings of these studies are…
Architectural Education faces limitations due to its tactile approach to learning in classrooms with only 2-D and 3-D tools. At a higher level, virtual reality provides a potential for delivering more information to individuals undergoing…
Recent years have witnessed a rapid proliferation of smart Internet of Things (IoT) devices. IoT devices with intelligence require the use of effective machine learning paradigms. Federated learning can be a promising solution for enabling…
In higher education, gamification offers the prospect of providing a pivotal shift from traditional asynchronous forms of engagement, to developing methods to foster greater levels of synchronous interactivity and partnership between and…
Game-based technologies and mobile learning aids open up many opportunities for learners; however, evidence-based decisions on their appropriate use are necessary. This explorative study (N = 100) examines the role of game elements in…
The rapid evolution of intelligent electronic devices makes information technology, computer science and electronics strongly related to the teaching of natural sciences. Today almost everybody has a smart phone that can convert light,…
We extend the theory of disciplinary integration of games for science education beyond the virtual world of games, and identify two key themes of a practice-based theoretical commitment to science learning: (1) materiality in the classroom…
In recent years, there has been an increasing interest in the use of robotic technology at home. A number of service robots appeared on the market, supporting customers in the execution of everyday tasks. Roughly at the same time, consumer…
Because of todays technological developments and the influence of digital systems into every aspect of our lives, importance of cyber security improves more and more day-by-day. Projects, educational processes and seminars realized for this…
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…
Games have been the perfect test-beds for artificial intelligence research for the characteristics that widely exist in real-world scenarios. Learning and optimisation, decision making in dynamic and uncertain environments, game theory,…
Intelligent Tutoring Systems (ITSs) have been developed to provide students with personalized learning experiences by adaptively generating learning paths optimized for each individual. Within the vast scope of ITS, score prediction stands…
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…
In recent times a number of platforms are using badge-based achievements or leaderboards to increase user involvement and participation. Due to recent advancements, there is a question of up to what extent virtual achievement systems have…