Related papers: Overcoming Barriers to Engagement with Educational…
Educational videos are widely used across various instructional models in higher education to support flexible and self-paced learning. However, student engagement with these videos varies significantly depending on how they are designed.…
Gamification is an effective strategy for motivating and engaging users, which is grounded in business, marketing, and management by designing games in nongame contexts. Gamifying education, which consists of the design and study of…
This paper presents results from the design and testing of an educational version of Quantum Moves, a Scientific Discovery Game that allows players to help solve authentic scientific challenges in the effort to develop a quantum computer.…
Games are a popular form of entertainment. However, many computer games present unnecessary barriers to players with sensory, motor and cognitive impairments. In order to overcome such pitfalls, an awareness of their impact and a…
This entry introduces educational games in secondary schools. Educational games include three main types of educational activities with a playful learning intention supported by digital technologies: educational serious games, educational…
Accessibility education has been rarely incorporated into the high school curricula. This is a missed opportunity to equip next-generation software designers and decision-makers with knowledge, awareness, and empathy regarding accessibility…
Although personalization is widely advocated in gamified learning, empirical evidence on how learner characteristics and task context shape motivational preferences remains limited. This study examines how user characteristics and learning…
This study investigates learners' preferences for game design elements (GDEs) in educational contexts to inform the development of purpose-driven gamification strategies. It emphasizes a learner-centered approach that aligns gamification…
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…
Educators often seek ways to introduce gaming in the classroom in order to break the usual teaching routine, expand the usual course curriculum with additional knowledge, but mostly as a means to motivate students and increase their…
Games research and industry have developed a solid understanding of how to design engaging, playful experiences that draws players in for hours and causes them to lose their sense of time. While these designs can provide enjoyable…
The growing adoption of interactive learning tools in higher education offers new opportunities to enhance student performance and well-being. This study compares the effects of traditional and interactive learning methods on academic…
Robotics education fosters computational thinking, creativity, and problem-solving, but remains challenging due to technical complexity. Game-based learning (GBL) and gamification offer engagement benefits, yet their comparative impact…
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…
Multi-agent AI systems, which simulate diverse instructional roles such as teachers and peers, offer new possibilities for personalized and interactive learning. Yet, student-AI interaction patterns and their pedagogical implications remain…
Gamification design has benefited from data-driven approaches to creating strategies based on students characteristics. However, these strategies need further validation to verify their effectiveness in e-learning environments. The…
Programming is a craft which often demands that learners engage in a significantly high level of individual practice and experimentation in order to acquire basic competencies. However, practice behaviours can be undermined during the early…
Educational games can foster critical thinking, problem-solving, and motivation, yet instructors often find it difficult to design games that reliably achieve specific learning outcomes. Existing authoring environments reduce the need for…
Promoting exercise and promoting fun in sport and activity is a common goal of schools. However, children and adolescents do not exercise enough, which can favor a number of chronic illnesses. Exercise and sports often require coordination…
The potential of using video games as well as gaming engines for educational and research purposes is promising, especially with the current progress of Industry 4.0 technologies such as augmented and virtual reality devices. However, it is…