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Fun acts as a catalyst for learning by enhancing motivation, active engagement and knowledge retention. As social robots gain traction as educational tools, understanding how their unique affordances can be leveraged to cultivate fun…
Learning Games (LGs) are educational environments based on a playful approach to learning. Their use has proven to be promising in many domains, but is at present restricted by the time consuming and costly nature of the developing process.…
Project-based learning (PBL) is an instructional method that is very helpful in nurturing students' creativity, but it requires significant time and energy from both students and teachers. Large language models (LLMs) have been proven to…
Recent research has explored the creation of questions from code submitted by students. These Questions about Learners' Code (QLCs) are created through program analysis, exploring execution paths, and then creating code comprehension…
Advancements in Large Language Models (LLMs), such as ChatGPT, offer significant opportunities to enhance instructional support in introductory programming courses. While extensive research has explored the effectiveness of LLMs in…
The emergence of large language models has enabled vibe coding, a natural language approach to programming in which users describe intent and AI generates or revises code, potentially broadening access to programming while preserving…
Educational technology innovations leveraging large language models (LLMs) have shown the potential to automate the laborious process of generating and analysing textual content. While various innovations have been developed to automate a…
This paper introduces our gamification of a part of our software design curriculum. Based on typical design principles a motivating learning game is developed to train students in software design. We use Bloom's taxonomy to determine…
Introducing inner-city high school students to program design presents unique challenges. The typical assumptions of an introductory programming course, like students understand what variables and functions are, may not be safe. Therefore,…
TouchDevelop is a new programming environment that allows users to create applications on mobile devices. Applications created with TouchDevelop have continued to grow in popularity since TouchDevelop was first released to public in 2011.…
Contemporary coding education often presents students with the task of developing programs that have user interaction and complex dynamic systems, such as mouse based games. While pedagogically compelling, there are no contemporary…
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…
In response to the exponential growth in the use of artificial intelligence and machine learning applications, educators, researchers and policymakers have taken steps to integrate artificial intelligence applications into K-12 education.…
This study investigates the application of large language models, specifically GPT-4, to enhance programming education. The research outlines the design of a web application that uses GPT-4 to provide feedback on programming tasks, without…
The large language model (LLM) based agents have demonstrated their capacity to automate and expedite software development processes. In this paper, we focus on game development and propose a multi-agent collaborative framework, dubbed…
Unified Modeling Language (UML) Use Case and Class Diagrams are fundamental modeling notations in Software Engineering (SE) education due to their importance for requirements and model-based engineering, yet their relevance is…
Adaptive learning aims to stimulate and meet the needs of individual learners, which requires sophisticated system-level coordination of diverse tasks, including modeling learning resources, estimating student states, and making…
In order to facilitate analyzing video games as learning systems and instructional designs as games, we present a theoretical framework that integrates ideas from a broad range of literature. The framework describes games in terms of four…
Natural and idiomatic expressions are essential for fluent, everyday communication, yet many second-language learners struggle to acquire and spontaneously use casual slang despite strong formal proficiency. To address this gap, we designed…
As technology advances, conceptualizations of effective strategies for teaching and learning shift. Due in part to their facilitation of unique affordances for learning, mobile devices, augmented reality, and games are all becoming more…