Related papers: Playing Modeling Games in the Science Classroom: T…
The competitive pressures in China's primary and secondary education system have persisted despite decades of policy interventions aimed at reducing academic burdens and alleviating parental anxiety. This paper develops a game-theoretic…
Advances in reinforcement learning research have demonstrated the ways in which different agent-based models can learn how to optimally perform a task within a given environment. Reinforcement leaning solves unsupervised problems where…
What if we take a broader view of what it means to run an education experiment? In this paper, we explore opportunities that arise when we think beyond the commonly-held notion that the purpose of an experiment is to either accept or reject…
Computational thinking has been a recent focus of education research within the sciences. However, there is a dearth of scholarly literature on how best to teach and to assess this topic, especially in disciplinary science courses. Physics…
Phishing continues to be a difficult problem for individuals and organisations. Educational games and simulations have been increasingly acknowledged as enormous and powerful teaching tools, yet little work has examined how to engage users…
Advances in technology, a growing pool of sensitive data, and heightened global tensions has increased the demand for skilled cybersecurity professionals. Despite the recent increase in attention given to cybersecurity education,…
Gamification applies game mechanics to non-game environments to motivate and engage users. Artificial Intelligence (AI) offers powerful tools for personalizing and optimizing gamification, adapting to users' needs, preferences, and…
We investigate how the integration of visual agent-based programming and computationally augmented physical structures can support curricular integration across STEM domains for elementary grade students. We introduce ViMAP-Tangible, a…
Gamification is widely used in digital learning. However, most systems neglect age-related differences. This paper investigates how gamification can be designed in an age-aware way to address learners' diverse motivational and cognitive…
As the significance of Software Engineering (SE) professionals continues to grow in the industry, the adoption of gamification techniques for training purposes has gained traction due to its potential to enhance class appeal through…
Game-based interactive driving simulations have emerged as versatile platforms for advancing decision-making algorithms in road transport mobility. While these environments offer safe, scalable, and engaging settings for testing driving…
The main purpose of the study is to develop a supplementary learning tool framework by the use of a dynamic mobile application using Unity AR and Vuforia for Senior High School (SHS) students and teachers to help the learning process in SHS…
Real-time control for robotics is a popular research area in the reinforcement learning community. Through the use of techniques such as reward shaping, researchers have managed to train online agents across a multitude of domains. Despite…
These lecture notes attempt a mathematical treatment of game theory akin to mathematical physics. A game instance is defined as a sequence of states of an underlying system. This viewpoint unifies classical mathematical models for 2-person…
We argue for the use of active learning methods for player modelling. In active learning, the learning algorithm chooses where to sample the search space so as to optimise learning progress. We hypothesise that player modelling based on…
Software Engineering is an applied discipline and concepts are difficult to grasp only at a theoretical level alone. In the context of a project management course, we introduced and evaluated the use of software process simulation (SPS)…
Despite numerous calls for the transformation of undergraduate STEM education, there is still a lack of successful models for creating large-scale, systemic cultural changes in STEM departments. To date, change efforts have generally…
Complex environments and tasks pose a difficult problem for holistic end-to-end learning approaches. Decomposition of an environment into interacting controllable and non-controllable objects allows supervised learning for non-controllable…
Particularly close attention is being paid today among researchers in social science disciplines to aspects of learning in the digital age, especially for the Digitally Native Generation. In the context of museums, the question is: how can…
The increasing availability of digital tools for education offers significant opportunities to enhance teaching practices and student engagement. This study presents a structured categorization of online educational tools based on their…