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Often neglected in traditional education, spatial thinking has played a critical role in science, technology, engineering, and mathematics (STEM) education. Spatial thinking skills can be enhanced by training, life experience, and practice.…
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…
With the rapid development of the new energy vehicle industry, the efficient disassembly and recycling of power batteries have become a critical challenge for the circular economy. In current unstructured disassembly scenarios, the dynamic…
Agent-based models (ABMs) and video games, including those taking advantage of virtual reality (VR), have undergone a remarkable parallel evolution, achieving impressive levels of complexity and sophistication. This paper argues that while…
Visual In-Context Learning (VICL) has emerged as a powerful paradigm, enabling models to perform novel visual tasks by learning from in-context examples. The dominant "retrieve-then-prompt" approach typically relies on selecting the single…
Interactive visualization can support fluid exploration but is often limited to predetermined tasks. Scripting can support a vast range of queries but may be more cumbersome for free-form exploration. Embedding interactive visualization in…
Humans construct internal cognitive maps of their environment directly from sensory inputs without access to a system of explicit coordinates or distance measurements. While machine learning algorithms like SLAM utilize specialized visual…
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…
We provide ongoing results from the development of a personalized learning system integrated into a serious game. Given limited instructor resources, the use of computerized systems to help tutor students offers a way to provide higher…
The paper collects preparatory work for interdisciplinary collaboration between three partners, between (1) expertise in improving accessibility of studies for impaired individuals, (2) expertise in developing educational mathematics…
The Engage to Excel (PCAST) report, the National Research Council's Framework for K-12 Science Education, and the Next Generation Science Standards all call for transforming the physics classroom into an environment that teaches students…
As educational technology evolves, the potential of Pedagogical Agents (PAs) in supporting education is extensively explored. Typically, research on PAs has primarily focused on computer-based learning environments, but their use in…
Merging the content of learning with the motivation of games can be a successful combination, if done properly and supported by the appropriate tool. Towards this goal, we developed Diagramatic an environment used to gamify the in-classroom…
This paper presents a reactive planning system that enriches the topological representation of an environment with a tightly integrated semantic representation, achieved by incorporating and exploiting advances in deep perceptual learning…
Data-art exhibitions offer a unique and real-world setting to foster creative visualisation skills among students. They serve as real-world platform for students to display their work, bridging the gap between classroom learning and…
A new generation of educational mathematics software is being shaped in ThEdu and other academic communities on the side of computer mathematics. Respective concepts and technologies have been clarified to an extent, which calls for…
This study introduces an integrated curriculum designed to empower underrepresented students by combining environmental literacy, data literacy, and computer science. The framework promotes environmental awareness, data literacy, and civic…
This study explores the integration of generative artificial intelligence (AI), specifically large language models, with multi-modal analogical reasoning as an innovative approach to enhance science, technology, engineering, and mathematics…
Implementation of a STEAM Makerspace to dynamize the teaching and learning processes of mathematics (with emphasis on geometry) of second-year students in the upper secondary level.
Zero-shot classification is a promising paradigm to solve an applicable problem when the training classes and test classes are disjoint. Achieving this usually needs experts to externalize their domain knowledge by manually specifying a…