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Practice and extensive exercises are essential in programming education. Intelligent tutoring systems (ITSs) are a viable option to provide individualized hints and advice to programming students even when human tutors are not available.…
This work presents an exploration and imitation-learning-based agent capable of state-of-the-art performance in playing text-based computer games. Text-based computer games describe their world to the player through natural language and…
In recent years, the integration of gamification into educational settings has garnered significant attention as a means to enhance student engagement and learning outcomes. By leveraging gamified elements such as points and leaderboards,…
The global introduction of affordable Internet of Things (IoT) devices offers an opportunity to empower a large variety of users with different needs. However, many off-the-shelf digital products are still not widely adopted by people who…
The rapid development of technology has introduced new formats of human-computer interaction, which have in turn produced many new forms of media and a whole new field of interactive multimedia. One of the major mediums that has grown in…
Can we make undergraduate engineering education easier and more fun? This research aims to see if we can answer the ambitious question! The digital game-based learning (DGBL) has been found to increase the efficacy of learning when applied…
This paper intends to introduce a game-based 3D Virtual Learning Environment (VLE) to second graders. The impetus arose from the need to make learning in mathematics more effective and interesting through multimedia. Applied in a game, the…
Learning idiomatic expressions is seen as one of the most challenging stages in second language learning because of their unpredictable meaning. A similar situation holds for their identification within natural language processing…
Nowadays, many software projects are partially or completely open-source based. There is an increasing need for companies to participate in open-source software (OSS) projects, e.g., in order to benefit from open source ecosystems. OSS…
We investigate how the students think of their experience in a junior 300 level computer science course that uses blackboard as the underlying course management system. The discussion boards in Blackboard are heavily used for programming…
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,…
One of the main difficulties remains the collaboration between the various experts involved in designing the Learning Games (LG). Our literature review focuses on the pitfalls and principles that have been identified by various authors in…
Research on relationship quality often relies on lengthy questionnaires or invasive textual corpora, limiting ecological validity and user privacy. We ask whether a sequence of single-word choices made in a playful setting can reveal…
ICT or Information and Communication Technology has pervaded the fields of education.In recent years the term e-learning has emerged as a result of the integration of ICT in the education fields. Following the application this technology…
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,…
In collaborative goal-oriented settings, the participants are not only interested in achieving a successful outcome, but do also implicitly negotiate the effort they put into the interaction (by adapting to each other). In this work, we…
RadGrad is a curriculum initiative implemented via an application that combines features of social networks, degree planners, individual learning plans, and serious games. RadGrad redefines traditional meanings of "progress" and "success"…
As digital games continue to be explored as solutions to educational and behavioural challenges, the need for evaluation methodologies which support both the unique nature of the format and the need for comparison with other approaches…
Virtual Reality has become a significant element of education throughout the years. To understand the quality and advantages of these techniques, it is important to understand how they were developed and evaluated. Since COVID-19, the…
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…