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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…
Research on cognitive effects of educational games in general shows promising results. However, large variations in learning outcomes between individual educational games exists. Research on the design process and different design elements…
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…
In-person instruction for professional development or other types of workplace training provides a social environment and immediate feedback mechanisms that typically ensure all participants are successful. Online, self-paced instruction…
Courses in electromagnetism and related technical subjects are often dominated by lecture-heavy instruction and complex mathematical concepts, which can make it difficult for students to stay engaged. This is particularly problematic in…
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…
Segregation is widespread in all realms of human society. Several influential studies have argued that intolerance is not a prerequisite for a segregated society, and that segregation can arise even when people generally prefer diversity.…
Gamification is a technological, economic, cultural, and societal development toward promoting a more game-like reality. As this emergent phenomenon has been gradually consolidated into our daily lives, especially in educational settings,…
In digital learning systems, gaming the system refers to occasions when students attempt to succeed in an educational task by systematically taking advantage of system features rather than engaging meaningfully with the content. Often…
The introduction of serious games as pedagogical supports in the field of education is a process gaining in popularity amongst the teaching community. This article creates a link between the integration of new pedagogical solutions in…
This paper presents an innovative pedagogical framework employing tangible interactive games to enhance artificial intelligence (AI) knowledge and literacy among elementary education students. Recognizing the growing importance of AI…
As digital games continue to be explored as solutions to educational and behavioural challenges, the need for evaluation methodologies which support both the unique nature of the format and the need for comparison with other approaches…
Gamification refers to the process of adding game elements to a task. Of late, this process has been introduced in pedagogical settings to capture the attention and interest of students. In our study, we apply the process to Anatomy…
Feedback is essential for learning, but its effectiveness relies heavily on how well it engages students in the educational process. Generative AI offers novel opportunities to efficiently produce rich, formative feedback, ranging from…
Artificial intelligence (AI) is rapidly being integrated into educational contexts, promising personalized support and increased efficiency. However, growing evidence suggests that the uncritical adoption of AI may produce unintended harms…
Educational games are an increasingly popular teaching tool in modern classrooms. However, the development of complementary tools for teachers facilitating classroom gameplay is lacking. We present the results of a participatory design…
This paper examines the integration of STEAM (Science, Technology, Engineering, Arts, and Mathematics) into education, emphasizing the inclusion of the Arts to foster creativity alongside traditional STEM skills. STEAM encourages…
We investigate systematically the impact of human intervention in the training of computer players in a strategy board game. In that game, computer players utilise reinforcement learning with neural networks for evolving their playing…
Open Educational Resources (OER) are freely available teaching and learning materials, such as textbooks, videos, and interactive games, that can be used, reused, adapted, and shared. OER can leverage access, collaboration, and innovation…
Only 21% of employees consider themselves engaged at work. Moreover, disengagement has been shown to be even more problematic when work is repetitive in nature. Lack of engagement has been linked to variety of negative outcomes for…