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This paper focuses on developing a framework for uncovering insights about NDD children's performance (e.g., raw gaze cluster analysis, duration analysis \& area of interest for sustained attention, stimuli expectancy, loss of…
This paper discusses the perspective of the H2020 TEACHING project on the next generation of autonomous applications running in a distributed and highly heterogeneous environment comprising both virtual and physical resources spanning the…
In higher education, gamification offers the prospect of providing a pivotal shift from traditional asynchronous forms of engagement, to developing methods to foster greater levels of synchronous interactivity and partnership between and…
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…
This paper, submitted to the special track on resources for teaching AI in K-12, presents an eXplainable AI (XAI)-based classroom game "Breakable Machine" for teaching critical, transformative AI literacy through adversarial play and…
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…
Computer games represent an ideal research domain for the next generation of personalized digital applications. This paper presents a player-centered framework of AI for game personalization, complementary to the commonly used…
Transfer learning can speed up training in machine learning and is regularly used in classification tasks. It reuses prior knowledge from other tasks to pre-train networks for new tasks. In reinforcement learning, learning actions for a…
Teaching industry staff on cybersecurity issues is a fundamental activity that must be undertaken in order to guarantee the delivery of successful and robust products to market. Much research attention has been devoted to this topic over…
The purpose of this work is to explore a teaching methodology aimed at communicating topics and subjects not typically studied and analyzed in the (Italian) secondary school. We focused specifically on the use of videogames as a…
As technology advances, conceptualizations of effective strategies for teaching and learning shift. Due in part to their facilitation of unique affordances for learning, mobile devices, augmented reality, and games are all becoming more…
Several institutions are collaborating on the development of a new web-based Open Education Resources (OER) system designed exclusively for non-commercial educational purposes. This initiative is underpinned by meticulous research aimed at…
Serious Games (SGs) represent a new approach to improve learning processes more effectively and economically than traditional methods. This paper aims to present a SG approach for the electro-mobility context, in order to encourage the use…
Educators often seek ways to introduce gaming in the classroom in order to break the usual teaching routine, expand the usual course curriculum with additional knowledge, but mostly as a means to motivate students and increase their…
Mathematical reasoning with algebraic and graphical representations is essential for success in physics courses. Many problems require students to fluently move between algebraic and graphical representations. We developed a freely…
Education materials for K-12 students often consist of multiple modalities, such as text and images, posing challenges for models to fully understand nuanced information in these materials. In this paper, we propose a unified language and…
Applications for learning and training have been developed and highlighted as important tools in health education. Despite the several approaches and initiatives, these tools have not been used in an integrated way. The specific skills…
Building on game design and education research, this paper introduces narrative-focused role-playing games as a way to promote visualization literacy in young children. Visualization literacy skills are vital in understanding the world…
Virtual reality is expected to play a significant role in the transformation of education and psychological studies. The possibilities for its application as a visual research method can be enhanced as established frameworks and toolkits…
Teaching software testing and debugging is a critical yet challenging task in computer science education, often hindered by low student engagement and the perceived monotony of these activities. Sojourner under Sabotage, a browser-based…