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The human ability to learn rules and solve problems has been a central concern of cognitive science research since the field's earliest days. But we do not just follow rules and solve problems given to us by others: we modify those rules,…
The potential of using video games as well as gaming engines for educational and research purposes is promising, especially with the current progress of Industry 4.0 technologies such as augmented and virtual reality devices. However, it is…
Social skills training targets behaviors necessary for success in social interactions. However, traditional classroom training for such skills is often insufficient to teach effective communication -- one-to-one interaction in real-world…
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 article discusses a new technique to automatically generate test cases for object oriented programs. At the state of the art, the problem of generating adequate sets of complete test cases has not been satisfactorily solved yet. There…
This entry introduces educational games in secondary schools. Educational games include three main types of educational activities with a playful learning intention supported by digital technologies: educational serious games, educational…
There are countless reasons cited in scientific studies to explain the difficulties in programming learning. The reasons range from the subject's complexity, the ineffective teaching and study methods, to psychological aspects such as…
Instant e-Teaching is a new concept that supplements e-Teaching and e-Learning environment in providing a full and comprehensive modern education styles. The e-Learning technology depicts the concept of enabling self-learning among students…
Adding game elements to higher education is an increasingly common practice. As a result, many recent empirical studies focus on studying the effectiveness of gamified or game-based educational experiences. The findings of these studies are…
Contribution: This article analyzes the learning and motivational impact of teacher-authored educational video games on computer science education and compares its effectiveness in both face-to-face and online (remote) formats. This work…
Software Architecture, from definition to maintenance and evolution, is a complex aspect of software development and, consequently, a challenging subject when it comes to teaching it, and learning it. Many research efforts have been devoted…
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…
This paper presents results from the design and testing of an educational version of Quantum Moves, a Scientific Discovery Game that allows players to help solve authentic scientific challenges in the effort to develop a quantum computer.…
The rapid emergence of generative AI tools is transforming the way software is developed. Consequently, software engineering education must adapt to ensure that students not only learn traditional development methods but also understand how…
As artificial intelligence systems become increasingly prevalent in education, a fundamental challenge emerges: how can we verify if an AI truly understands how students think and reason? Traditional evaluation methods like measuring…
Background: Software modelling is a creative yet challenging task. Modellers often find themselves lost in the process, from understanding the modelling problem to solving it with proper modelling strategies and modelling tools. Students…
Software Engineering is an applied discipline and concepts are difficult to grasp only at a theoretical level alone. In the context of a project management course, we introduced and evaluated the use of software process simulation (SPS)…
E-learning is a widely used learning method, but with the development of society, traditional E-learning method has exposed some shortcomings, such as the boring way of teaching, so that it is difficult to increase the enthusiasm of…
Education sector is adopting new technologies for both teaching and learning pedagogy. Augmented Reality (AR) is a new technology that can be used in the educational pedagogy to enhance the engagement with students. Students interact with…
A practical guide for university academics who need to create learning materials that support flexible delivery methods. Examples from the Computer Science domain are used to illustrate innovative approaches to engaging students with online…