Related papers: Pros and cons gamification and gaming in classroom
Serious games are increasingly being used in cybersecurity education to engage and educate users. Several studies with cybersecurity serious games have shown that they are successful in educating users and the users also find them both fun…
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…
This paper examines the integration of STEAM (Science, Technology, Engineering, Arts, and Mathematics) into education, emphasizing the inclusion of the Arts to foster creativity alongside traditional STEM skills. STEAM encourages…
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…
Virtual reality (VR) is widely used for procedural medical training, yet most simulators emphasize realism while providing limited formative feedback. We examine how gamification affects performance, workload, and experiential quality in VR…
Gamification initiatives are currently top-of-mind for many organizations seeking to engage their employees in creative ways, improve their productivity, and drive positive behavioural outcomes in their workforce - ultimately leading to…
Gamification is the use of game elements such as points, leaderboards, and badges in a non-game context to encourage a desired behavior from individuals interacting with an environment. Recently, gamification has found its way into software…
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…
As more and more face-to-face classes move to online environments, it becomes increasingly important to explore any emerging barriers to students' learning. This work focuses on characterizing student barriers to active learning in…
The use of the internet, and in particular web browsing, offers many potential advantages for educational institutions as students have access to a wide range of information previously not available. However, there are potential negative…
While much of the research in digital games has emphasized hedonic experiences, such as flow, enjoyment, and positive affect, recent years have seen increased interest in eudaimonic gaming experiences, typically mixed-affect and associated…
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…
University teachers often feel the need to try innovative learning technologies such as Learning Games to motivate the new generation of students. However, the typically limited resources of universities coupled with the high cost of…
This paper presents results from the design and testing of an educational version of Quantum Moves, a Scientific Discovery Game that allows players to help solve authentic scientific challenges in the effort to develop a quantum computer.…
Cities are becoming very congested. There is a need to reduce the number of private cars on the roads, by maximising the potential for local public transport. With the increasing awareness of transport that is sustainable in the sense of…
Current Motor Imagery Brain-Computer Interfaces (MI-BCI) require a lengthy and monotonous training procedure to train both the system and the user. Considering many users struggle with effective control of MI-BCI systems, a more…
In the era of m-Learning, it is found that educational institutions have onus of incorporating the latest technological innovations that can be accepted and understood widely. While investigating the important theme of fast-paced…
High school science classrooms across the United States are answering calls to make computation a part of science learning. The problem is that there is little known about the barriers to learning that computation might bring to a science…
Being an emerging business practice, gamification is going to the mainstream to enable and transform social business initiatives across enterprises. With the consistent focus on customer behavior and experience, there is a paradigm shift in…
Recent years have seen a resurgence of interest in using Virtual Reality (VR) technology to benefit instruction, especially in physics and related subjects. As VR devices improve and become more widely available, there remains a number of…