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The purpose of this feasibility study was to examine the potential impact of reading digital interactive e-books on essential skills that support reading comprehension with third-fifth grade students. Students read two e-Books that taught…
The study aims to develop an application that will serve as an alternative learning tool for learning Asian Studies. The delivery of lessons into a virtual reality game depends on the pace of students. The developed application comprises…
Identifying design problems is a crucial step for creating plausible solutions, but it is challenging for design novices due to their limited knowledge and experience. Questioning is a promising skill that enables students to independently…
Studies on software tutoring systems for complex learning have shown that confusion has a beneficial relationship with the learning experience and student engagement (Arguel et al., 2017). Causing confusion can prevent boredom while signs…
The ability to combine linguistic guidance from others with direct experience is central to human development, enabling safe and rapid learning in new environments. How do people integrate these two sources of knowledge, and how might AI…
This article proposes and discusses qualitatively the use of a didactic board game in Science Education for high school students. The game contemplates in an interdisciplinary way the areas of Physics, Biology, Chemistry and Astronomy and…
Introducing inner-city high school students to program design presents unique challenges. The typical assumptions of an introductory programming course, like students understand what variables and functions are, may not be safe. Therefore,…
The adoption of pre-trained language models to generate action plans for embodied agents is a promising research strategy. However, execution of instructions in real or simulated environments requires verification of the feasibility of…
Video games, just like any other media have both explicit and implicit messages, and they can have impact on physical and mental health of the users. These impacts can be positive or negative. The impacts, the implications and the meanings…
Research on cognitive effects of educational games in general shows promising results. However, large variations in learning outcomes between individual educational games exists. Research on the design process and different design elements…
In recent times, the research field of language dynamics has focused on the investigation of language evolution, dividing the work in three evolutive steps, according to the level of complexity: lexicon, categories and grammar. The Naming…
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…
With the rapid development of online education in recent years, there has been an increasing number of learning platforms that provide students with multi-step questions to cultivate their problem-solving skills. To guarantee the high…
Younger generations are growing up in a world increasingly shaped by intelligent technologies, making early AI literacy crucial for developing the skills to critically understand and navigate them. However, education in this field often…
Around ten percent of children may present with a disorder where language does not develop as expected. This often affects vocabulary skills, i.e., finding the words to express wants, needs and ideas, which can influence behaviours linked…
Empathy games are a promising yet new research avenue that explores how to design empathic game experiences that would help children to understand and address the emotions of other people. Research in this field was primarily done in the…
This paper presents different possibilities of using mobile robots in education. Through the application of mobile mechatronic robotic system "Robotino" this paper shows the possibilities of developing interactive lectures and exercises in…
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…
Imaginative play is an area of creativity that could allow robots to engage with the world around them in a much more personified way. Imaginary play can be seen as taking real objects and locations and using them as imaginary objects and…
Accessibility education has been rarely incorporated into the high school curricula. This is a missed opportunity to equip next-generation software designers and decision-makers with knowledge, awareness, and empathy regarding accessibility…