Related papers: Teaching introductory STEM with the Marble Game
Programming courses in computing science are important because they are often the first introduction to computer programming for many students. Many university students are overwhelmed with the information they must learn for an…
With a vast domain of applications and now having quantum computing hardware available for commercial use, an education challenge arises in getting people of various background to become quantum literate. Quantum Odyssey is a new piece of…
We introduce a machine-learning (ML) framework for high-throughput benchmarking of diverse representations of chemical systems against datasets of materials and molecules. The guiding principle underlying the benchmarking approach is to…
We build on theoretical foundations of tool-mediated learning, tool design, and human computer interaction to develop a framework for implicit scaffolding in learning environments. Implicit scaffolding employs affordances, constraints,…
Engagement in educational games, a recently popular academic topic, has been shown to increase learning performance, as well as a number of attitudinal factors, such as intrinsic interest and motivation. However, there is a lack of research…
We present a game-based approach to teach Bell inequalities and quantum cryptography at high school. The approach is based on kinesthetic activities and allows students to experience and discover quantum features and their applications…
This paper presents a game based on storytelling, in which the players are faced with ethical dilemmas related to software engineering specific issues. The players' choices have consequences on how the story unfolds and could lead to…
We define a general framework of partition games for formulating two-player pebble games over finite structures. We show that one particular such game, which we call the invertible-map game, yields a family of polynomial-time approximations…
Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design and analysis of…
This work stages Foosball as a versatile platform for advancing scientific research, particularly in the realm of robot learning. We present an automated Foosball table along with its corresponding simulated counterpart, showcasing a…
The topics of Artificial intelligence (AI) and especially Machine Learning (ML) are increasingly making their way into educational curricula. To facilitate the access for students, a variety of platforms, visual tools, and digital games are…
STEM has attracted great consideration. The purpose of research is: (1) study STEM education, (2) explore STEM education with the creative and experiential activity, (3) suggest applying STEM education by designing technical toys for the…
Course-based Undergraduate Research Experiences (CUREs) bring the excitement of research into the classroom to improve learning and the sense of belonging in the field. They can reach more students, earlier in their studies, than typical…
Introductory mechanics ("physics 1") is a critical gateway course for students desiring to pursue a STEM career. A major challenge with this course is that there is a large spread in the students' incoming physics preparation, and this…
Leveraging the prevailing interest in computer games among college students, both for entertainment and as a possible career path, is a major reason for the increasing prevalence of computer game design courses in computer science…
As technology advances, conceptualizations of effective strategies for teaching and learning shift. Due in part to their facilitation of unique affordances for learning, mobile devices, augmented reality, and games are all becoming more…
Game theory is used by all behavioral sciences, but its development has long centered around tools for relatively simple games and toy systems, such as the economic interpretation of equilibrium outcomes. Our contribution, compositional…
The so called \emph{quantum game theory} has recently been proclaimed as one of the new branches in the development of both quantum information theory and game theory. However, the notion of a quantum game itself has never been strictly…
In the evolving landscape of education, robotics has emerged as a powerful tool for fostering creativity, critical thinking, and problem-solving skills among students of all ages. This innovative approach to learning seamlessly integrates…
This article presents an educational proposal based on the computational implementation of a model of interaction between particles of different types, as a tool for the development of STEM (Science, Technology, Engineering, and…