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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…
We propose a grounded dialogue state encoder which addresses a foundational issue on how to integrate visual grounding with dialogue system components. As a test-bed, we focus on the GuessWhat?! game, a two-player game where the goal is to…
We describe two systems for supporting beginner students in acquiring basic skills in expressing statements in the formalism of first-order predicate logic; the first, called "math dictations", presents users with the task of formalizing a…
Lewis signaling games are a class of simple communication games for simulating the emergence of language. In these games, two agents must agree on a communication protocol in order to solve a cooperative task. Previous work has shown that…
We present the development process of Bioblox2-5D, an educational biology game aimed at teenagers. The game content refers to protein docking and aims to improve learning about molecular shape complexity, the roles of charges in molecular…
While large language models (LMs) have shown remarkable capabilities across numerous tasks, they often struggle with simple reasoning and planning in physical environments, such as understanding object permanence or planning household…
Existing language agents often encounter difficulties in dynamic adversarial games due to poor strategic reasoning. To mitigate this limitation, a promising approach is to allow agents to learn from game interactions automatically, without…
Humans' experience of the world is profoundly multimodal from the beginning, so why do existing state-of-the-art language models only use text as a modality to learn and represent semantic meaning? In this paper we review the literature on…
We study the emergence of communication in multiagent adversarial settings inspired by the classic Imitation game. A class of three player games is used to explore how agents based on sequence to sequence (Seq2Seq) models can learn to…
This study investigates learners' preferences for game design elements (GDEs) in educational contexts to inform the development of purpose-driven gamification strategies. It emphasizes a learner-centered approach that aligns gamification…
Models of acoustic word embeddings (AWEs) learn to map variable-length spoken word segments onto fixed-dimensionality vector representations such that different acoustic exemplars of the same word are projected nearby in the embedding…
The increased use of digital devices and applications has led to a rise in phishing attacks. We develop a serious game to raise awareness about phishing attacks and help people avoid these threats in a risk-free learning environment. This…
Large Language Models (LLMs) have upended decades of pedagogy in computing education. Students previously learned to code through \textit{writing} many small problems with less emphasis on code reading and comprehension. Recent research has…
This paper introduces a collection of board games specifically chosen to serve as a basis for programming exercises. We examine the attractiveness of board games in this context as well as features that make a particular game a good…
Tic Tac Toe is amongst the most well-known games. It has already been shown that it is a biased game, giving more chances to win for the first player leaving only a draw or a loss as possibilities for the opponent, assuming both the players…
Learning to code, and more broadly, learning about computer science is a growing field of activity and research. Under the label of computational thinking, computational concepts are increasingly used as cognitive tools in many subject…
Traditional recommendation systems produce static rather than interactive recommendations invariant to a user's specific requests, clarifications, or current mood, and can suffer from the cold-start problem if their tastes are unknown.…
The challenge of programming classical computers to play traditional, competitive games against human players has helped to advance classical hardware and software. Quantum computers have the potential to play games in a unique way:…
We show that human players' gameplay in the game of Wordle is influenced by the semantics, orthography, and phonology of the player's previous guesses. We compare actual human players' guesses with near-optimal guesses using NLP techniques.…
Student-generated multiple-choice questions (MCQs) revised by the instructor were used to design an educational game and to set part of the exam in the framework of an elementary course in Photonics. An anonymous survey among the students…