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We propose a low-cost classroom response system requiring a single mobile device for the teacher and cards with printed codes for the students. We aim at broadening the adoption of active learning techniques in developing countries,…
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…
Due to the prevalence of online services in modern society, such as internet banking and social media, it is important for users to have an understanding of basic security measures in order to keep themselves safe online. However, users…
Gamification represents an effective way to incentivize user behavior across a number of computing applications. However, despite the fact that physical activity is essential for a healthy lifestyle, surprisingly little is known about how…
In this small scale study we demonstrate how a gamified teaching setup can be used effectively to support student learning in a quantum mechanics course. The quantum mechanics games were research games, which were played during lectures and…
Computing students increasingly rely on generative AI tools for programming assistance, often without formal instruction or guidance. This highlights a need to teach students how to effectively interact with AI models, particularly through…
Mobile phones have been closed environments until recent years. The change brought by open platform technologies such as the Symbian operating system and Java technologies has opened up a significant business opportunity for anyone to…
Most scientists are aware that, in addition to the traditional and subscription-based publication model, there is also the possibility of publishing their research in open access. Various surveys show that scientists are in favour of this…
Recently coded caching has emerged as a promising means to handle continuously increasing wireless traffic. However, coded caching requires users to cooperate in order to minimize the overall transmission rate. How users with heterogeneous…
Open-ended learning frames intelligence as emerging from continual interaction with an ever-expanding space of environments. While recent advances have utilized foundation models to programmatically generate diverse environments, these…
The Internet has become a critical communication infrastructure for citizens to organize protests and express dissatisfaction with their governments. This fact has not gone unnoticed, with governments clamping down on this medium via…
Creating games together is both a playful and effective way to develop skills in computational thinking, collaboration, and more. However, game development can be challenging for younger developers who lack formal training. While teenage…
A preparation game is a task whereby a player sequentially sends a number of quantum states to a referee, who probes each of them and announces the measurement result. The measurement setting in each round, as well as the final score of the…
Code generation aims to automatically generate source code from high-level task specifications, which can significantly increase productivity of software engineering. Recently, approaches based on large language models (LLMs) have shown…
Due to their characteristics, millennials prefer learning-by-doing and social learning, such as project-based learning. However, software development projects require not only technical skills but also creativity; Design Thinking can serve…
The use of team for teaching programming can be effective in the classroom because it helps students to generate and acquire new knowledge in less time, but these groups to be formed without taking into account some respects, may cause an…
Get 'em Moles! is a single-player educational game inspired by the classic arcade game Whac-A-Mole. Primarily designed for touchscreen devices, Get 'em Moles! aims to teach English spelling and pronunciation through engaging game play. This…
Imaginative play is an area of creativity that could allow robots to engage with the world around them in a much more personified way. Imaginary play can be seen as taking real objects and locations and using them as imaginary objects and…
While programming is one of the most broadly applicable skills in modern society, modern machine learning models still cannot code solutions to basic problems. Despite its importance, there has been surprisingly little work on evaluating…
The aim of the current work is to assess the challenges that gamification in education are facing nowadays. Benefits and disadvantages of using gamification in classroom are both discussed to offer a clearer view on the impact of using…