Related papers: Pros and cons gamification and gaming in classroom
This paper introduces a collection of board games specifically chosen to serve as a basis for programming exercises. We examine the attractiveness of board games in this context as well as features that make a particular game a good…
Technological innovation is an important aspect of teaching and learning in the 21st century. This article examines faculty attitudes toward technology use in the classroom at one regional public university in the United States. Building on…
E-learning with using multimedia and graphical interfaces is now fashionable in some virtual learning environments. Especially, in open colleges, universities and E-learning databases, using these interfaces can improve quality of educating…
While motivation is of great interest to computing educators, relatively little work has been done on understanding faculty attitudes toward student motivation. Two previous qualitative studies of instructor attitudes found results…
In-person instruction for professional development or other types of workplace training provides a social environment and immediate feedback mechanisms that typically ensure all participants are successful. Online, self-paced instruction…
The field of e-learning has emerged as a topic of interest in academia due to the increased ease of accessing the Internet using using smart-phones and wireless devices. One of the challenges facing e-learning platforms is how to keep…
Many real-world systems problems require reasoning about the long term consequences of actions taken to configure and manage the system. These problems with delayed and often sequentially aggregated reward, are often inherently…
We developed a simulator to quantify the effect of exercise ordering on both student engagement and retention. Our approach combines the construction of neural network representations for users and exercises using a dynamic matrix…
The study reported in this paper, examines the effects of a rigorously designed introduction of Twitter in the educational process. In specific, it examines the relation between the students use of Twitter in the context of well-organized…
The use of chatbots equipped with artificial intelligence (AI) in educational settings has increased in recent years, showing potential to support teaching and learning. However, the adoption of these technologies has raised concerns about…
This article identifies a gap between the existence of a various psychometric tests approaches and other team performance assessment tools (e.g. business and management games). As a response to the lack of tools able to utilize the…
We argue for the use of active learning methods for player modelling. In active learning, the learning algorithm chooses where to sample the search space so as to optimise learning progress. We hypothesise that player modelling based on…
Driven by the fact that many of us experienced softer or not-so-soft lockdown, the intention of a couple of instructors at our university was to develop a collaborative tool that could help in online delivery and gamification on two courses…
In this paper we survey the motivations behind contemporary game AI research by analysing individual publications, the researchers themselves, and the institutions that influence them. In doing so, we identify some negative effects on our…
The modeling theory of instruction is widely applied and highly successful in high-school instruction, and seldom in university physics. One reason is lack of familiarity with models in the physics classroom. Ongoing curriculum development…
The article presents the possibilities of using game simulator Sotware Inc in the training of future software engineer in higher education. Attention is drawn to some specific settings that need to be taken into account when training in the…
The virtualization of cultural events in the metaverse creates opportunities to generate valuable and innovative experiences that replicate and extend in-person events; but the process faces associated challenges. In the absence of relevant…
GenAI has a potential to enhance the learning and teaching processes in engineering education. For instance, GenAI feedback on students' task performance can be effective depending on when such feedback is provided. However, little is known…
Approachability has become a standard tool in analyzing earning algorithms in the adversarial online learning setup. We develop a variant of approachability for games where there is ambiguity in the obtained reward that belongs to a set,…
Can we make undergraduate engineering education easier and more fun? This research aims to see if we can answer the ambitious question! The digital game-based learning (DGBL) has been found to increase the efficacy of learning when applied…