Related papers: Educational game design: game elements for promoti…
Learning Games (LGs) are promising pedagogical tools but their design still remains experimental. Inspired by design-pattern based methods, recommended in educational domains, we propose a methodology and a model to analyze the scenario of…
Computer animation in the past decade has become one of the most noticeable features of technology-based learning environments. With today's high educational demands as well as the lack of time provided for certain courses, classical…
Introducing inner-city high school students to program design presents unique challenges. The typical assumptions of an introductory programming course, like students understand what variables and functions are, may not be safe. Therefore,…
The Global Games Jam (GGJ) attracts many people who are passionate about games development, coming from a range of educational backgrounds. Therefore, the event can be experienced by novices and student developers as an opportunity for…
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.…
Papert's constructionism makes it clear that learning is particularly effective when learners create tangible artifacts and share and discuss them in social contexts. Technological progress in recent decades has created numerous…
The ultimate goals of serious education games (SEG) are to facilitate learning and maximizing enjoyment during playing SEGs. In SEG development, there are normally two spaces to be taken into account: knowledge space regarding learning…
Promotion of healthy habits help maintain and improve people health, reduce disease risks, and manage chronic illness. Regular healthy activities like walking, exercising, healthy eating, drinking water or taking medication on time require…
Educational games are commonly used to motivate students and provide enhanced learning opportunities. Apps and mobile games play an increasingly important role in education and smartphones are part of the daily lives of most female…
The increasing integration of AI tools in education has led prior research to explore their impact on learning processes. Nevertheless, most existing studies focus on higher education and conventional instructional contexts, leaving open…
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…
New interactive physical-digital play technologies are shaping the way children plan. These technologies refer to digital play technologies that engage children in analogue forms of behaviour, either alone or with others. Current…
Post-merger integration states unique challenges for professionals responsible for information system integration aimed on alignment and combination diverse system architectures of merging organizations. Although the theoretical and…
Organizations highly depend on enterprise systems (ES), which are unlikely to develop their full potential if end-users neglect system usage. Accordingly, organizations attempt to overcome barriers to end-user acceptance in the ES context,…
The rapid growth of immersive technologies in educational areas has increased research interest in analyzing the specific behavioral patterns of learners in immersive learning environments. Considering the fact that research on the…
Novice programmers are increasingly relying on Large Language Models (LLMs) to generate code for learning programming concepts. However, this interaction can lead to superficial engagement, giving learners an illusion of learning and…
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…
While general game playing is an active field of research, the learning of game design has tended to be either a secondary goal of such research or it has been solely the domain of humans. We propose a field of research, Automated Game…
The purpose of this study is to discuss instructional design and technology (IDT) model strategies for developing learning and teaching environments, based on philosophical approaches to educational technology theory. The study begins with…
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…