Related papers: Educational game design: game elements for promoti…
Software testing is an essential knowledge area required by industry for software engineers. However, software engineering students often consider testing less appealing than designing or coding. Consequently, it is difficult to engage…
The flipped classroom model has been widely acknowledged as a practical pedagogical approach to enhancing student engagement and learning. However, it faces challenges such as improving student interaction with learning content and peers,…
Programming courses in computing science are important because they are often the first introduction to computer programming for many students. Many university students are overwhelmed with the information they must learn for an…
In the context of higher education's evolving dynamics post-COVID-19, this paper assesses the impact of new pedagogical incentives implemented in a first-year undergraduate computing module at University College London. We employ a mixed…
Computer Science (CS) has experienced significant growth and diversification in recent decades. However, there is a lack of diversity in CS learning approaches. Traditional teaching methods and hands-on learning dominate this field, with…
Incentive design deals with interaction between a principal and an agent where the former can shape the latter's utility through a policy commitment. It is well known that the principal faces an information rent when dealing with an agent…
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…
Contribution: This secondary study examines the literature on immersive learning frameworks and reviews their state of the art. Frameworks have been categorized according to their purpose. In addition, the elements that compose them were…
Recent studies from all over the world show that more boys than girls play video games. The numbers are different for mobile gaming apps, where 65% of women are identified as gamers. Adapting game design activities for academic purposes is…
In the virtual elements of immersive learning, the use of Google Expedition and touch-screen-based emotion are examined. The objective is to investigate possible ways to combine these technologies to enhance virtual learning environments…
The ability for an educational game designer to understand their audience's play styles and resulting experience is an essential tool for improving their game's design. As a game is subjected to large-scale player testing, the designers…
Exploration is a key part of many video games. We investigate the using an exploratory agent to provide feedback on the design of procedurally generated game levels, 5 engaging levels and 5 unengaging levels. We expand upon a framework…
This chapter reports an empirical teaching experience integrating newsgame creation-serious games addressing current events and contributing to public debate-into an introductory game design course for engineering students. From 2010 to…
We provide ongoing results from the development of a personalized learning system integrated into a serious game. Given limited instructor resources, the use of computerized systems to help tutor students offers a way to provide higher…
In higher education, gamification offers the prospect of providing a pivotal shift from traditional asynchronous forms of engagement, to developing methods to foster greater levels of synchronous interactivity and partnership between and…
Motivation is an important factor underlying successful learning. Previous research has demonstrated the positive effects that static interactive narrative games can have on motivation. Concurrently, advances in AI have made dynamic and…
The purpose of this work is to explore a teaching methodology aimed at communicating topics and subjects not typically studied and analyzed in the (Italian) secondary school. We focused specifically on the use of videogames as a…
Children learn though play. We introduce the analogous idea of learning programs through play. In this approach, a program induction system (the learner) is given a set of tasks and initial background knowledge. Before solving the tasks,…
In a social system, the self-interest of agents can be detrimental to the collective good, sometimes leading to social dilemmas. To resolve such a conflict, a central designer may intervene by either redesigning the system or incentivizing…
This article proposes and discusses qualitatively the use of a didactic board game in Science Education for high school students. The game contemplates in an interdisciplinary way the areas of Physics, Biology, Chemistry and Astronomy and…