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Traditional sign language teaching methods face challenges such as limited feedback and diverse learning scenarios. Although 2D resources lack real-time feedback, classroom teaching is constrained by a scarcity of teacher. Methods based on…
This paper proposed a novel method to replace the traditional mouse controller by using Microsoft Kinect Sensor to realize the functional implementation on human-machine interaction. With human hand gestures and movements, Kinect Sensor…
Reflection is a critical aspect of the learning process. However, educational games tend to focus on supporting learning concepts rather than supporting reflection. While reflection occurs in educational games, the educational game design…
Analyzing student behavior in educational scenarios is crucial for enhancing teaching quality and student engagement. Existing AI-based models often rely on classroom video footage to identify and analyze student behavior. While these…
Games can be a powerful tool for learning about statistical methodology. Effective game design involves a fine balance between caricature and realism, to simultaneously illustrate salient concepts in a controlled setting and serve as a…
Kinematics is a core topic in early physics courses, yet students often struggle to interpret motion and its graphical representations. To tackle these difficulties, we developed MissionMotion, a physical-computational videogame where…
Physical skill acquisition, from sports techniques to surgical procedures, requires instruction and feedback. In the absence of a human expert, Physical Task Guidance (PTG) systems can offer a promising alternative. These systems integrate…
Coaching technology, wearables and exergames can provide quantitative feedback based on measured activity, but there is little evidence of qualitative feedback to aid technique improvement. To achieve personalised qualitative feedback, we…
With the advent of commercially available Mixed-Reality(MR)-headsets in recent years MR-assisted learning started to play a vital role in educational research, especially related to STEM (science, technology, engineering and mathematics)…
The recent growth of sophisticated digital gaming technologies has spawned an \$8.1B industry around using these games for pedagogical purposes. Though Digital Game-Based Learning Systems have been adopted by industries ranging from…
Extended reality (XR) technologies are highly suited in assisting individuals in learning motor skills and movements -- referred to as motion guidance. In motion guidance, the "feedforward" provides instructional cues of the motions that…
Hand gesture recognition has been granted as one of the emerging fields in research today providing a natural way of communication between man and a machine. Gestures are some forms of body motions which a person expresses when doing a work…
Prior research has explored potential applications of video games in programming education to elicit computational thinking skills. However, existing approaches are often either too general, not taking into account the diversity of genres…
In recent years, there has been a considerable amount of research in the Gesture Recognition domain, mainly owing to the technological advancements in Computer Vision. Various new applications have been conceptualised and developed in this…
Supporting equitable instruction is an important issue for teachers attending diverse STEM classrooms. Visual learning analytics along with effective student survey measures can support providing on time feedback to teachers in making…
In the early stages of engineering design, it is essential to know how a product behaves, especially how it moves. As designers must keep adjusting the motion until it meets the intended requirements, this process is often repetitive and…
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.…
This paper introduces our gamification of a part of our software design curriculum. Based on typical design principles a motivating learning game is developed to train students in software design. We use Bloom's taxonomy to determine…
The process of learning involves interaction with the learning environment through our five senses (sight, hearing, touch, smell, and taste). Until recently, distance education focused only on the first two of those senses, sight and sound.…
Structured hand gestures that incorporate visual motions and signs are used in sign language. Sign language is a valuable means of daily communication for individuals who are deaf or have speech impairments, but it is still rare among…