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This paper presents REMind, an innovative educational robot-mediated role-play game designed to support anti-bullying bystander intervention among children. REMind invites players to observe a bullying scenario enacted by social robots,…
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…
The growing adoption of interactive learning tools in higher education offers new opportunities to enhance student performance and well-being. This study compares the effects of traditional and interactive learning methods on academic…
This exploratory study examines the classroom deployment of aiPlato, an AI-enabled homework platform, in a large introductory physics course at the University of Texas at Arlington. Designed to support open-ended problem solving, aiPlato…
For undergraduate students of computing, learning to solve complex practical problems in a team is an essential skill for their future careers. This skill is needed in various fields, such as in cybersecurity and IT governance. Tabletop…
In this paper, we introduce a system called GamePad that can be used to explore the application of machine learning methods to theorem proving in the Coq proof assistant. Interactive theorem provers such as Coq enable users to construct…
This paper reviews an experiment in human-computer interaction, where interaction takes place when humans attempt to teach a computer to play a strategy board game. We show that while individually learned models can be shown to improve the…
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…
As an important psychological and social experiment, the Iterated Prisoner's Dilemma (IPD) treats the choice to cooperate or defect as an atomic action. We propose to study the behaviors of online learning algorithms in the Iterated…
In this paper, we investigate how the students think of their experience in a junior level course that has a blackboard course presence where the students use the discussion boards extensively. A survey is set up through blackboard as a…
Aging or sedentary behavior can decrease motor capabilities causing a loss of autonomy. Prevention or readaptation programs that involve practice of physical activities can be precious tools to fight against this phenomenon. ?Serious? video…
Eye tracking (ET) can help to understand visual attention and cognitive processes in interactive environments. This study presents a comprehensive eye-tracking analysis framework of the Inhibitory Control Game, named the ReStroop game,…
This work-in-progress paper presents SPARC (Systematic Problem Solving and Algorithmic Reasoning for Children), a gamified learning platform designed to enhance engagement and knowledge retention in K-12 STEM education. Traditional…
Self-play, a learning paradigm where agents iteratively refine their policies by interacting with historical or concurrent versions of themselves or other evolving agents, has shown remarkable success in solving complex non-cooperative…
Gamification is an effective strategy for motivating and engaging users, which is grounded in business, marketing, and management by designing games in nongame contexts. Gamifying education, which consists of the design and study of…
Existing reasoning evaluation paradigms suffer from different limitations: fixed benchmarks are increasingly saturated and vulnerable to contamination, while preference-based evaluations rely on subjective judgments. We argue that a core…
Serious games are gaining popularity as effective teaching and learning tools, providing engaging, interactive, and practical experiences for students. Gamified learning experiences, such as virtual escape rooms, have emerged as powerful…
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…
Children tend to be constantly exposed to technologies, such as smartphones, tablets, and gaming consoles, drawn by the interactive and visually stimulating nature of digital platforms. Thus, integrating the teaching process with…
Interactive systems such as chatbots and games are increasingly used to persuade and educate on sustainability-related topics, yet it remains unclear how different delivery formats shape learning and persuasive outcomes when content is held…