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Developing a generalist agent is a longstanding objective in artificial intelligence. Previous efforts utilizing extensive offline datasets from various tasks demonstrate remarkable performance in multitasking scenarios within Reinforcement…
One of the key challenges in visual imitation learning is collecting large amounts of expert demonstrations for a given task. While methods for collecting human demonstrations are becoming easier with teleoperation methods and the use of…
The purpose of this work is to explore a teaching methodology aimed at communicating topics and subjects not typically studied and analyzed in the (Italian) secondary school. We focused specifically on the use of videogames as a…
We attempt to automate various artistic processes by inventing a set of drawing games, analogous to the approach taken by emergent language research in inventing communication games. A critical difference is that drawing games demand much…
Free play is a fundamental aspect of early childhood education, supporting children's cognitive, social, emotional, and motor development. However, assessing children's development during free play poses significant challenges due to the…
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…
In this paper, we investigate the effect of context on usability evaluation. The focus is on how children behave and perform when they are tested in different settings. Two most commonly applied usability evaluation methods: the think-aloud…
The current mainstream approach to train natural language systems is to expose them to large amounts of text. This passive learning is problematic if we are interested in developing interactive machines, such as conversational agents. We…
Research has established increased engagement and positive behavioral, attitudinal, and learning outcomes from educational games. Although engagement begets these benefits, there is a lack of research on how students engage with educational…
Educational games are an increasingly popular teaching tool in modern classrooms. However, the development of complementary tools for teachers facilitating classroom gameplay is lacking. We present the results of a participatory design…
This paper introduces our gamification of a part of our software design curriculum. Based on typical design principles a motivating learning game is developed to train students in software design. We use Bloom's taxonomy to determine…
The question of how an effective and efficient communication system can emerge in a population of agents that need to solve a particular task attracts more and more attention from researchers in many fields, including artificial…
Robotics sets have been successfully used in elementary and secondary schools in conformance with the 'learning through play' philosophy fostered by LEGO Education, while utilizing the Constructionism didactic approach. Learners discover…
In Education, is constant the searching of techniques to strengthen and extend the educational strategies in order to achieve that students get knowledge received in classroom, training personal courses and workshops. Serious games are part…
Serious games can support communities in becoming more flood resilient. However, the process of identifying and integrating locally relevant and doable actions into gameplay is complex and underresearched. We approached the challenge by…
This study aims to review and get information on the different mobile game applications and the possibility of being a supplementary tool for learning to enhance and empower the e-Learning aspect of a Technical Education and Skills…
Learning from unstructured and uncurated data has become the dominant paradigm for generative approaches in language and vision. Such unstructured and unguided behavior data, commonly known as play, is also easier to collect in robotics but…
In this work, we explore techniques for augmenting interactive agents with information from symbolic modules, much like humans use tools like calculators and GPS systems to assist with arithmetic and navigation. We test our agent's…
The ActiveAI project addresses key challenges in AI education for grades 7-9 students by providing an engaging AI literacy learning experience based on the AI4K12 knowledge framework. Utilizing learning science mechanisms such as goal-based…
Wooden blocks are a common toy for infants, allowing them to develop motor skills and gain intuition about the physical behavior of the world. In this paper, we explore the ability of deep feed-forward models to learn such intuitive…