Related papers: Creating Electronic Books-Chapters for Computers a…
A widespread adoption of Virtual, Augmented, and Mixed Reality (VR/AR/MR), collectively referred to as Extended Reality (XR), has become a tangible possibility to revolutionize educational and training scenarios by offering immersive,…
This report presents a practical approach to teaching quantum computing to Electrical Engineering & Computer Science (EECS) students through dedicated hands-on programming labs. The labs cover a diverse range of topics, encompassing…
Web-based applications are highly accessible to users, providing rich, interactive content while eliminating the need to install software locally. However, evolutionary robotics (ER) has faced challenges in this domain as web-based…
Background: As traditional coding tasks in education become increasingly vulnerable to the use of Generative AI, there is a critical need for authentic, project-based assessments that evaluate students' scientific inquiry. To address this…
Defining abstract algorithmic structures like functions and variables using self-made tangibles can enhance the usability and affordability of the tangible programming experience by maintaining the input modality and physical interaction…
This paper describes the design, implementation and testing of "Danse-doigts", an edutainment therapeutic application for hemiplegic children. The objective of this program is twofold. Firstly, to allow them to train their fine motor skills…
JaTeCS is an open source Java library that supports research on automatic text categorization and other related problems, such as ordinal regression and quantification, which are of special interest in opinion mining applications. It covers…
Electronic structure simulation (ESS) has been used for decades to provide quantitative scientific insights on an atomistic scale, enabling advances in chemistry, biology, and materials science, among other disciplines. Following standard…
Increasingly, courses on Empirical Software Engineering research methods are being offered in higher education institutes across the world, mostly at the M.Sc. and Ph.D. levels. While the need for such courses is evident and in line with…
With the expansion of e-learning course curricula and the affordability of haptic devices, at-home virtual laboratories are emerging as an increasingly viable option for e-learners. We outline three novel haptic simulations for the…
Computer-supported learning is an increasingly important form of study since it allows for independent learning and individualized instruction. In this paper, we discuss a novel approach to developing an intelligent tutoring system for…
Knowledge creation occurs in the process of social interaction. As our service-based society is evolving into a knowledge-based society there is an acute need for more effective collaboration and knowledge-sharing systems to be used by…
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…
In recent years, there has been increasing interest in developing a Computer Science curriculum for K-8 students. However, there have been significant barriers to creating and deploying a Computer Science curriculum in many areas, including…
This paper presents an innovative pedagogical framework employing tangible interactive games to enhance artificial intelligence (AI) knowledge and literacy among elementary education students. Recognizing the growing importance of AI…
Worked examples (solutions to typical programming problems presented as a source code in a certain language and are used to explain the topics from a programming class) are among the most popular types of learning content in programming…
Active learning in computer experiments aims at allocating resources in an intelligent manner based on the already observed data to satisfy certain objectives such as emulating or optimizing a computationally expensive function. There are…
Digital textbook (e-book) systems record student interactions with textbooks as a sequence of events called EventStream data. In the past, researchers extracted meaningful features from EventStream, and utilized them as inputs for…
E-Learning is efficient, task relevant and just-in-time learning grown from the learning requirements of the new and dynamically changing world. The term Semantic Web covers the steps to create a new WWW architecture that augments the…
This Resource Letter provides a guide to the literature on teaching experimental physics using sensors in tablets, smartphones, and some specialized devices. After a general discussion of the hardware (sensors) and the software (apps), we…