Related papers: Overcoming Barriers to Engagement with Educational…
Cybersecurity games are an attractive and popular method of active learning. However, the majority of current games are created for advanced players, which often leads to frustration in less experienced learners. Therefore, we decided to…
Obtaining knowledge and skill achievement through peer learning can lead to higher academic achievement. However, peer learning implementation is not just about putting students together and hoping for the best. At its worst-designed, peer…
It has been shown that the emotional state of students has an important relationship with learning; for instance, engaged concentration is positively correlated with learning. This paper proposes the Inductive Control (IC) for educational…
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…
How students utilize immediate tutoring feedback in programming education depends on various factors. Among them are the feedback quality, but also students' engagement, i.e., their perception, interpretation, and use of feedback. However,…
Difficulty adjustment in practice exercises has been shown to be beneficial for learning. However, previous research has mostly investigated close-ended tasks, which do not offer the students multiple ways to reach a valid solution.…
The usage of automated learning agents is becoming increasingly prevalent in many online economic applications such as online auctions and automated trading. Motivated by such applications, this paper is dedicated to fundamental modeling…
Since the education sector is associated with highly dynamic business environments which are controlled and maintained by information systems, recent technological advancements and the increasing pace of adopting artificial intelligence…
Keeping students engaged with the course content outside the classroom is a challenging task. Since learning during undergraduate years occurs not only as student engagement in class, but also during out of class activities, we need to…
Large class sizes challenge personalized learning in schools, prompting the use of educational technologies such as intelligent tutoring systems. To address this, we present an AI-driven personalization system, called ZPDES, based on the…
Building on game design and education research, this paper introduces narrative-focused role-playing games as a way to promote visualization literacy in young children. Visualization literacy skills are vital in understanding the world…
Researchers have widely acknowledged the potential of control mechanisms with which end-users of recommender systems can better tailor recommendations. However, few e-learning environments so far incorporate such mechanisms, for example for…
This article explores the value and measurable effects of hard and soft skills in academia when teaching and developing abilities for the game industry. As we discuss, each individuals engagement with the subject directly impacts their…
One of the main difficulties remains the collaboration between the various experts involved in designing the Learning Games (LG). Our literature review focuses on the pitfalls and principles that have been identified by various authors in…
Search engines are considered the primary tool to assist and empower learners in finding information relevant to their learning goals-be it learning something new, improving their existing skills, or just fulfilling a curiosity. While…
As trends in education evolve, personalized learning has transformed individuals' engagement with knowledge and skill development. In the digital age, state-of-the-art technologies have been increasingly integrated into classrooms to…
As research-based self-paced e-learning tools become increasingly available, a critical issue educators encounter is implementing strategies to ensure that all students engage with them as intended. Here, we discuss the effectiveness of…
The landscape of digital games is segregated by player ability. For example, sighted players have a multitude of highly visual games at their disposal, while blind players may choose from a variety of audio games. Attempts at improving…
This conceptual paper reviews the current status of goal setting in the area of technology enhanced learning and education. Besides a brief literature review, three current projects on goal setting are discussed. The paper shows that the…
In recent years, there has been an increasing interest in the use of robotic technology at home. A number of service robots appeared on the market, supporting customers in the execution of everyday tasks. Roughly at the same time, consumer…