Related papers: A game-based educational method relying on student…
Gamification refers to the process of adding game elements to a task. Of late, this process has been introduced in pedagogical settings to capture the attention and interest of students. In our study, we apply the process to Anatomy…
Quiz design is a tedious process that teachers undertake to evaluate the acquisition of knowledge by students. Our goal in this paper is to automate quiz composition from a set of multiple choice questions (MCQs). We formalize a generic…
Question generation (QGen) models are often evaluated with standardized NLG metrics that are based on n-gram overlap. In this paper, we measure whether these metric improvements translate to gains in a practical setting, focusing on the use…
Information and communication technology (ICT) tools are ineffective when assessing solutions of questions with more than one step. ICT tools assessing these types of questions are paralleled to solving complex problems. This conceptual…
Recently there have been multiple calls for curricular reforms to develop new pathways to the science, technology, engineering and math (STEM) disciplines. The Marble Game answers these calls by providing a conceptual framework for…
Generative AI, which is capable of transforming static content into dynamic learning experiences, holds the potential to revolutionize student engagement in educational contexts. However, questions still remain around whether or not these…
This paper proposes a novel and statistical method of ability estimation based on acquisition distribution for a personalized computer aided question generation. This method captures the learning outcomes over time and provides a flexible…
Retrieval practice is a well-established pedagogical technique known to significantly enhance student learning and knowledge retention. However, generating high-quality retrieval practice questions is often time-consuming and labor…
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…
This paper outlines the feasibility of replacing a midterm assessment with a student-created digital media project. We examine the benefits of a peer review process for student-created pedagogy, the effectiveness of the student-generated…
Contemporary coding education often presents students with the task of developing programs that have user interaction and complex dynamic systems, such as mouse based games. While pedagogically compelling, there are no contemporary…
Digital technologies are increasingly used in education to reduce the workload of teachers and students. However, creating open-ended study or examination questions and grading their answers is still a tedious task. This thesis presents the…
Generative models are now capable of producing natural language text that is, in some cases, comparable in quality to the text produced by people. In the computing education context, these models are being used to generate code, code…
Research-validated multiple-choice questions comprise an easy-to-implement instructional tool for scaffolding student learning and providing formative assessment of students' knowledge. We present findings from the implementation of a…
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 the realm of education, student evaluation holds equal significance to imparting knowledge. To be evaluated, students usually need to go through text-based academic assessment methods. Instructors need to make a diverse set of questions…
Question Generation (QG) receives increasing research attention in NLP community. One motivation for QG is that QG significantly facilitates the preparation of educational reading practice and assessments. While the significant advancement…
Game-based technologies and mobile learning aids open up many opportunities for learners; however, evidence-based decisions on their appropriate use are necessary. This explorative study (N = 100) examines the role of game elements in…
Gamification design has benefited from data-driven approaches to creating strategies based on students characteristics. However, these strategies need further validation to verify their effectiveness in e-learning environments. The…
Research-based multiple-choice questions implemented in class with peer instruction have been shown to be an effective tool for improving students' engagement and learning outcomes. Moreover, multiple-choice questions that are carefully…