Related papers: Adding educational funcionalities to classic board…
Within the evolving field of digital intervention, serious games emerge as promising tools for evidence-based interventions. Research indicates that gamified therapy, whether employed independently or in conjunction with online…
Phishing is an online identity theft that aims to steal sensitive information such as username, passwords and online banking details from its victims. Phishing education needs to be considered as a means to combat this threat. This book…
Increasing user engagement is constant challenge for Intelligent Tutoring Systems researchers. A current trend in the ITS field is to increase engagement of proven learning systems by integrating them within games, or adding in game like…
Serious games are beneficial for education in various computer science areas. Numerous works have reported the experiences of using games (not only playing but also development) in teaching and learning. Considering it could be difficult…
In cooperative game theory, games in partition function form are real-valued function on the set of so-called embedded coalitions, that is, pairs $(S,\pi)$ where $S$ is a subset (coalition) of the set $N$ of players, and $\pi$ is a…
Everyone learns to code nowadays. Writing code, however, does not go without testing, which unfortunately rarely seems to be taught explicitly. Testing is often not deemed important enough or is just not perceived as sufficiently exciting.…
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…
Quantum game theory offers a lot of interesting questions, and it is relevant to use the quantum information theory to resolve or improve games with lack of information : how to use the power of quantum entanglement to show the superiority…
As the population continues to age, and gaming continues to grow as a hobby for older people, heterogeneity among older adult gamers is increasing. We argue that traditional game-based accessibility features, such as simplified input…
Augmented Reality (AR) learning games, on average, have been shown to have a positive impact on student learning. However, the exploration of AR learning games in special education settings, where accessibility is a concern, has not been…
The use of educational games for pedagogical practice can provide new conceptions of teaching-learning in an interactive environment stimulating the acquisition of new knowledge. The so-called serious games are focused on the goal of…
Computer games play an important role in our society and motivate people to learn computer science. Since artificial intelligence is integral to most games, they can also be used to teach artificial intelligence. We introduce the Game AI…
Many games often share common ideas or aspects between them, such as their rules, controls, or playing area. However, in the context of General Game Playing (GGP) for board games, this area remains under-explored. We propose to formalise…
With a vast domain of applications and now having quantum computing hardware available for commercial use, an education challenge arises in getting people of various background to become quantum literate. Quantum Odyssey is a new piece of…
Crowdscience games may hold unique potentials as learning opportunities compared to games made for fun or education. They are part of an actual science problem solving process: By playing, players help scientists, and thereby interact with…
Strong foundations in basic AI techniques are key to understanding more advanced concepts. We believe that introducing AI techniques, such as search methods, early in higher education helps create a deeper understanding of the concepts seen…
Get 'em Moles! is a single-player educational game inspired by the classic arcade game Whac-A-Mole. Primarily designed for touchscreen devices, Get 'em Moles! aims to teach English spelling and pronunciation through engaging game play. This…
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…
An original serious game prototype named 'Puzzlegram' is created for the elderly demographic in group settings as the target players. Puzzlegram is precisely designed to accentuate memory, auditory interaction as well as haptic response to…
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…