Related papers: Pros and cons gamification and gaming in classroom
The effective integration of generative artificial intelligence in education is a fundamental aspect to prepare future generations. The objective of this study is to analyze from a quantitative and qualitative point of view the perception…
When using security questions most users still trade-off security for the convenience of memorability. This happens because most users find strong answers to security questions difficult to remember. Previous research in security education…
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…
Segregation is widespread in all realms of human society. Several influential studies have argued that intolerance is not a prerequisite for a segregated society, and that segregation can arise even when people generally prefer diversity.…
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.…
Interactive digital storytelling becomes a popular choice for information presentation in many fields. Its application spans from media industry and business information visualization, through digital cultural heritage, serious games,…
Course selection is a crucial activity for students as it directly impacts their workload and performance. It is also time-consuming, prone to subjectivity, and often carried out based on incomplete information. This task can, nevertheless,…
Educational games are an increasingly popular teaching tool in modern classrooms. However, the development of complementary tools for teachers facilitating classroom gameplay is lacking. We present the results of a participatory design…
Providing customized products and services in the modern business world is one of the most efficient solutions to improve users' experience and their engagements with the industries. To aim, recommender systems, by producing personalized…
Motivation is essential in the learning process of university students, and teachers should have a wide range of strategies to address this issue. The emergence of social technologies has had a considerable influence in e-learning systems,…
Technology has become an essential part of our everyday life, and its use in educational environments keeps growing. In addition, games are one of the most popular activities across cultures and ages, and there is ample evidence that…
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…
Large class sizes challenge personalized learning in schools, prompting the use of educational technologies such as intelligent tutoring systems. To address this, we present an AI-driven personalization system, called ZPDES, based on the…
Merging the content of learning with the motivation of games can be a successful combination, if done properly and supported by the appropriate tool. Towards this goal, we developed Diagramatic an environment used to gamify the in-classroom…
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…
Recent advances in reinforcement learning with social agents have allowed us to achieve human-level performance on some interaction tasks. However, most interactive scenarios do not have as end-goal performance alone; instead, the social…
Generative Artificial Intelligence (GAI) can be seen as a double-edged weapon in education. Indeed, it may provide personalized, interactive and empowering pedagogical sequences that could favor students' intrinsic motivation, active…
It is well documented that students sometimes resist active learning techniques. A recent study showed how students believed that they learned less in active learning classrooms than they learned in lectures, even though they learned more.…
Contribution: This article analyzes the learning and motivational impact of teacher-authored educational video games on computer science education and compares its effectiveness in both face-to-face and online (remote) formats. This work…
Live coding for teaching-synchronously writing software in front of students-can be an effective method for engaging students and instilling practical programming skills. However, not all settings are conducive to live coding and not all…