Related papers: Educational game design: game elements for promoti…
Gamification has been used to motivate and engage participants in software engineering education and practice activities. There is a significant demand for empirical studies for the understanding of the impacts and efficacy of gamification.…
Robotics sets have been successfully used in elementary and secondary schools in conformance with the 'learning through play' philosophy fostered by LEGO Education, while utilizing the Constructionism didactic approach. Learners discover…
Play is a central aspect of childhood development, with games as a vital tool to promote it. However, neurodivergent children, especially those in neurodiverse environments, are underserved by HCI games research. Most existing work takes on…
This work introduces a unified framework for analyzing games in greater depth. In the existing literature, players' strategies are typically assigned scalar values, and equilibrium concepts are used to identify compatible choices. However,…
Esports has rapidly emerged as a global phenomenon with an ever-expanding audience via platforms, like YouTube. Due to the inherent complexity nature of the game, it is challenging for newcomers to comprehend what the event entails. The…
Video game designers often view confusion as undesirable, yet it is inevitable, as new players must adapt to new interfaces and mechanics in an increasingly varied and innovative game market, which is more popular than ever. Research…
Mobile Learning Games (MLGs) show great potential for increasing engagement, creativity and authentic learning. Yet, despite their great potential for education, the use of MLGs by teachers, remains limited. This is partly due to the fact…
The effectiveness of traditional communication techniques has declined in recent years, and marketing specialists are looking at more creative ways to engage consumers. A lot of attention has recently been paid to advergames, which are seen…
Considering learner engagement has a mutual benefit for both learners and instructors. Instructors can help learners increase their attention, involvement, motivation, and interest. On the other hand, instructors can improve their…
Artificial Intelligence (AI) education is an increasingly popular topic area for K-12 teachers. However, little research has investigated how AI education can be designed to be more accessible to all learners. We organized co-design…
This paper describes the development needed to support the functional and teaching requirements of iRead, a 4-year EU-funded project which produced an award-winning serious game utilising lexical and syntactical game content. The main…
Teaching and Learning process of an educational institution needs to be monitored and effectively analysed for enhancement. Teaching and Learning is a vital element for an educational institution. It is also one of the criteria set by…
Educating students from diverse disciplinary backgrounds is challenging. In this article, we report on our interdisciplinary course coding interaction and design (Coding IxD), which is designed for computer science and design students…
As generative AI (GenAI) emerges as a transformative force, clear understanding of high school students' perspectives is essential for GenAI's meaningful integration in high school environments. In this work, we draw insights from a…
Game designers use human playtesting to gather feedback about game design elements when iteratively improving a game. Playtesting, however, is expensive: human testers must be recruited, playtest results must be aggregated and interpreted,…
This study protocol outlines the design and methodology of a research study investigating collaborative game elements to promote physical activity within digital health interventions. The study aims to examine how social relatedness…
Game development is an interdisciplinary concept that embraces software engineering, business, management, and artistic disciplines. This research facilitates a better understanding of the business dimension of digital games. The main…
The use of new technologies in higher education has surprisingly emphasized students' tendency to adopt a passive behavior in class. Participation and interaction of students are essential to improve academic results. This paper describes…
The human ability to learn rules and solve problems has been a central concern of cognitive science research since the field's earliest days. But we do not just follow rules and solve problems given to us by others: we modify those rules,…
The aim of this paper is to show the relevance of motivational key concepts in evaluating the use of serious game. This research involves 115 students training with Mecagenius (serious game in mechanical engineering). The results of the…