Related papers: Educational game design: game elements for promoti…
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…
Educational technology has attained significant importance as a mechanism for supporting experiential learning of science concepts. However, the growth of this mechanism is limited by the significant time and technical expertise needed to…
Mechanism design is essentially reverse engineering of games and involves inducing a game among strategic agents in a way that the induced game satisfies a set of desired properties in an equilibrium of the game. Desirable properties for a…
Creative approaches to attract students to software engineering at an early age are emerging, yet their differential impact on gender remains unclear. This study investigates whether design thinking's empathy-driven approach addresses the…
This dissertation presents three years of research on how design processes in game jams and hackathons can be understood as accelerated. Hackathons and game jams can both be described as formats where participants engage in designing and…
Data-driven predictive models are increasingly used in education to support students, instructors, and administrators. However, there are concerns about the fairness of the predictions and uses of these algorithmic systems. In this…
Retaining players over an extended period of time is a long-standing challenge in game industry. Significant effort has been paid to understanding what motivates players enjoy games. While individuals may have varying reasons to play or…
Several studies indicate that attracting students to research careers requires to engage them from early undergraduate years. Following this paradigm, our Engineering School has developed an undergraduate research program that allows…
Recently, there have been several high-profile achievements of agents learning to play games against humans and beat them. In this paper, we study the problem of training intelligent agents in service of game development. Unlike the agents…
In response to the exponential growth in the use of artificial intelligence and machine learning applications, educators, researchers and policymakers have taken steps to integrate artificial intelligence applications into K-12 education.…
In recent years, there has been an increasing interest in the use of robotic technology at home. A number of service robots appeared on the market, supporting customers in the execution of everyday tasks. Roughly at the same time, consumer…
The aim of this study is to construct and compose an instructional design in combinatorial learning, particularly in the concept of counting. A composed design is expected to optimize students' combinatorial-thinking skill. This research…
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…
This paper presents the first phase of a study on using course design, including current eLearning and social trends, to overcome challenges in eLearning within developing countries, particularly for vocational/non-mainstream training. The…
Organisations are currently lacking in developing and implementing business systems in meaningful ways to motivate and engage their staff. This is particularly salient as the average employee spends eleven cumulative years of their life at…
The use of generative AI in education is a controversial topic. Current technology offers the potential to create educational content from text, speech, to images based on simple input prompts. This can enhance productivity by summarizing…
Keeping students engaged with the course content outside the classroom is a challenging task. Since learning during undergraduate years occurs not only as student engagement in class, but also during out of class activities, we need to…
Digital tools have long been used for supporting children's creativity. Digital games that allow children to create artifacts and express themselves in a playful environment serve as efficient Creativity Support Tools (or CSTs). Creativity…
Background: Using digital games for educational purposes has been associated with higher levels of motivation among learners of different educational levels. However, the underlying psychological factors involved in digital game based…
As online educational technology products have become increasingly prevalent, rich evidence indicates that learners often find it challenging to establish regular learning habits and complete their programs. Concurrently, online products…