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This study delves into the key issues of representation and accessibility in game development. Despite their societal significance, video games face ongoing criticism for lacking diversity in both the workforce and content, excluding…

Human-Computer Interaction · Computer Science 2024-07-09 Nooshin Darvishinia , Todd Goodson

Emergency training and planning provide structured curricula, rule-based action items, and interdisciplinary collaborative entities to imitate and teach real-life tasks. This rule-based structure enables the curricula to be transferred into…

Contribution: This article analyzes the learning effectiveness of a virtual educational escape room for teaching software engineering and compares this activity with traditional teaching through a randomized controlled trial. Background:…

Computers and Society · Computer Science 2024-07-18 Aldo Gordillo , Daniel López-Fernández

Context: While most research shows positive effects of gamification, the focus on its adverse effects is considerably smaller and further understanding is needed. Objective: To provide a comprehensive overview on research reporting negative…

Software Engineering · Computer Science 2023-05-16 Clauvin Almeida , Marcos Kalinowski , Anderson Uchoa , Bruno Feijo

Accessibility education has been rarely incorporated into the high school curricula. This is a missed opportunity to equip next-generation software designers and decision-makers with knowledge, awareness, and empathy regarding accessibility…

Human-Computer Interaction · Computer Science 2024-06-10 Kyrie Zhixuan Zhou , Chunyu Liu , Jingwen Shan , Devorah Kletenik , Rachel F. Adler

The application of games as a therapeutic tool for cognitive training is beneficial for patients with cognitive impairments. However, effective game design for individual patient is resource-intensive. To this end, we propose an LLM-powered…

Human-Computer Interaction · Computer Science 2026-04-14 Jingwei Shi , Shengyu Tao , Xinxiang Yin , Chen Huang , Wenqiang Lei , See-Kiong Ng

The design of a serious game is presented that served as an instrument to motivate and aid to Physics education using active and ludic learning, specifically the topic of free fall of objects, with diverse educational purposes, first to…

Physics Education · Physics 2024-07-24 Alberto Pacheco

This survey comprehensively reviews the multi-dimensionality of game scenario diversity, spotlighting the innovative use of procedural content generation and other fields as cornerstones for enriching player experiences through diverse game…

Artificial Intelligence · Computer Science 2025-01-17 Yuchen Li , Ziqi Wang , Qingquan Zhang , Bo Yuan , Jialin Liu

Serious games are gaining popularity as effective teaching and learning tools, providing engaging, interactive, and practical experiences for students. Gamified learning experiences, such as virtual escape rooms, have emerged as powerful…

Computers and Society · Computer Science 2026-01-19 Khondokar Fida Hasan , William Hughes , Adrita Rahman

We provide ongoing results from the development of a personalized learning system integrated into a serious game. Given limited instructor resources, the use of computerized systems to help tutor students offers a way to provide higher…

Computers and Society · Computer Science 2023-05-29 Ying Tang , Ryan Hare

Learning Games (LGs) are educational environments based on a playful approach to learning. Their use has proven to be promising in many domains, but is at present restricted by the time consuming and costly nature of the developing process.…

Computers and Society · Computer Science 2014-12-11 Iza Marfisi-Schottman , Sébastien George , Franck Tarpin-Bernard

As an interdisciplinary discipline, data mining (DM) is popular in education area especially when examining students' learning performances. It focuses on analyzing educational related data to develop models for improving learners' learning…

Other Statistics · Statistics 2017-10-26 Jiechao Cheng

We extend the theory of disciplinary integration of games for science education beyond the virtual world of games, and identify two key themes of a practice-based theoretical commitment to science learning: (1) materiality in the classroom…

Physics Education · Physics 2016-07-19 Pratim Sengupta , Doug Clark

We present a platform for the generation of educational activities oriented to teaching English as a foreign language. The different activities -- games and language practice exercises -- are strongly based on Natural Language Processing…

Computation and Language · Computer Science 2025-04-30 Aiala Rosá , Santiago Góngora , Juan Pablo Filevich , Ignacio Sastre , Laura Musto , Brian Carpenter , Luis Chiruzzo

Management education scholarship has long outlined the need to enhance student engagement and participation in business schools, using more innovative teaching practices. This is increasingly motivating scholars to strive for more…

Computers and Society · Computer Science 2021-04-20 Vasilis Gkogkidis , Nicholas Dacre

Training students in basic concepts of physics, such as the ones related to mass, volume, or density, is much more complicated than just stating the underlying definitions and laws. One of the reasons for this is that most students have…

Graphics · Computer Science 2024-01-31 Iuliia Zhurakovskaia , Jeanne Vézien , Cécile de Hosson , Patrick Bourdot

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…

Machine Learning · Computer Science 2019-01-30 Andrew Melnik , Sascha Fleer , Malte Schilling , Helge Ritter

Over the last several decades, computer games started to have a significant impact on society. However, although a computer game is a type of software, the process to conceptualize, produce and deliver a game could involve unusual features.…

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…

Software Engineering · Computer Science 2020-11-17 Daniel Porto , Gabriela Jesus , Fabiano Ferrari , Sandra Fabbri

This study employs gamified experiments to investigate and refine the Schelling Model of Segregation, a framework that demonstrates how individual preferences can lead to systemic segregation. Using a movement selection algorithm derived…

Physics and Society · Physics 2025-01-15 Aleix Nicolás Olivé , Luce Prignano , Dimitri Marinelli , Emanuele Cozzo