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Courses in electromagnetism and related technical subjects are often dominated by lecture-heavy instruction and complex mathematical concepts, which can make it difficult for students to stay engaged. This is particularly problematic in…
In digital learning systems, gaming the system refers to occasions when students attempt to succeed in an educational task by systematically taking advantage of system features rather than engaging meaningfully with the content. Often…
Video games, just like any other media have both explicit and implicit messages, and they can have impact on physical and mental health of the users. These impacts can be positive or negative. The impacts, the implications and the meanings…
Artificial Intelligence (AI) and its associated applications are ubiquitous in today's world, making it imperative that students and their teachers understand how it works and the ramifications arising from its usage. In this study, we…
We advocate the development of a discipline of interacting with and extracting information from models, both mathematical (e.g. game-theoretic ones) and computational (e.g. agent-based models). We outline some directions for the development…
Research into responsible management education has largely focused on the merits, attributes, and transformation opportunities to enhance responsible business school education aims. As such, a prominent part of the literature has occupied…
Under the assumptions that (i) gamification consists of various types of users that experience game design elements differently; and (ii) gamification is deployed in order to achieve some goal in the broadest sense, we pose the gamification…
The growing adoption of foundation models calls for a paradigm shift from Data Science to Model Science. Unlike data-centric approaches, Model Science places the trained model at the core of analysis, aiming to interact, verify, explain,…
Game theory offers an interpretable mathematical framework for modeling multi-agent interactions. However, its applicability in real-world robotics applications is hindered by several challenges, such as unknown agents' preferences and…
Context: Gamification is an emerging subject that has been applied in different areas, bringing contributions to different types of activities. Objective: This paper aims to characterize how gamification has been adopted in non-educational…
The use of games within the classroom is in constant growing, however, there are still demands for better solutions to problems such as reconciling leisure with class or the lack of attention of children. This work demonstrates…
School classrooms are equipped with more and more mobile devices. However, the latest studies show that their use by teachers is still very limited because of a lack of resources and applications adapted to use these artifacts in education.…
Predicting the outcomes of cyber-physical systems with multiple human interactions is a challenging problem. This article reviews a game theoretical approach to address this issue, where reinforcement learning is employed to predict the…
Physics instructors often rely on demonstrations when teaching, using real-time examples to appeal to student intuition or tinkering with a physical system to develop a deeper and more natural understanding of a topic. However, some…
Background: Software modelling is a creative yet challenging task. Modellers often find themselves lost in the process, from understanding the modelling problem to solving it with proper modelling strategies and modelling tools. Students…
An essential element of K-12 AI literacy is educating learners about the ethical and societal implications of AI systems. Previous work in AI ethics literacy have developed curriculum and classroom activities that engage learners in…
This work-in-progress paper presents SPARC (Systematic Problem Solving and Algorithmic Reasoning for Children), a gamified learning platform designed to enhance engagement and knowledge retention in K-12 STEM education. Traditional…
Socioemotional and regulation processes in learning are important. We add to the understanding of previous work on co-regulation processes in the learning sciences, extending the caregiver-child paradigm and focusing on the teacher-student…
This study aims to review and get information on the different mobile game applications and the possibility of being a supplementary tool for learning to enhance and empower the e-Learning aspect of a Technical Education and Skills…
The chapter supports educators and postgraduate students in understanding the role of simulation in software engineering research based on the authors' experience. This way, it includes a background positioning simulation-based studies in…