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Game-based technologies and mobile learning aids open up many opportunities for learners; however, evidence-based decisions on their appropriate use are necessary. This explorative study (N = 100) examines the role of game elements in…
This article is based on studies of the existing literature, focusing on the states-of-the-arts on virtual reality (VR) and its potential uses in learning. Different platforms have been used to improve the learning effects of VR that offers…
To cope with real-world dynamics, an intelligent system needs to incrementally acquire, update, accumulate, and exploit knowledge throughout its lifetime. This ability, known as continual learning, provides a foundation for AI systems to…
Existing approaches to active learning maximize the system performance by sampling unlabeled instances for annotation that yield the most efficient training. However, when active learning is integrated with an end-user application, this can…
This paper focuses on "tracing player knowledge" in educational games. Specifically, given a set of concepts or skills required to master a game, the goal is to estimate the likelihood with which the current player has mastery of each of…
We present an approach to evaluate the efficacy of annotations in augmenting learning environments in the context of Virtual Reality. Our study extends previous work highlighting the benefits of learning based in virtual reality and…
The goal of the presented application is to offer a full support for universities in retrieving the feedback from their students with regard to their teachers. This is the main reason we described it in this paper. To build this application…
We use the process and findings from a case study of design educators' practices of assessment and feedback to fuel theorizing about how to make AI useful in service of human experience. We build on Suchman's theory of situated actions. We…
The objective of a reinforcement learning agent is to behave so as to maximise the sum of a suitable scalar function of state: the reward. These rewards are typically given and immutable. In this paper, we instead consider the proposition…
Background: Spatial reasoning has been identified as a critical skill for success in STEM. Unfortunately, under-represented groups often have lower incoming spatial ability. Courses that improve spatial skills exist but are not widely used.…
Transfer learning aims at improving the performance of target learners on target domains by transferring the knowledge contained in different but related source domains. In this way, the dependence on a large number of target domain data…
Practical research was conducted to cultivate students' mathematical computation ability using literature analysis, theoretical practice, and statistical analysis methods. The research involved 171 ninth-grade students from the author's…
Learning analytics (LA) is data collection, analysis, and representation of data about learners in order to improve their learning and performance. Furthermore, LA opens the door to opportunities for self-regulated learning in higher…
The increasing use of Artificial Intelligence (AI) by students in learning presents new challenges for assessing their learning outcomes in project-based learning (PBL). This paper introduces a co-design study to explore the potential of…
The objective of this paper is to describe a development of an innovative approach to enable students studying science, technology, engineering, and mathematics (STEM) to apply the concepts learned in physics and mathematics to engineering…
When robots enter everyday human environments, they need to understand their tasks and how they should perform those tasks. To encode these, reward functions, which specify the objective of a robot, are employed. However, designing reward…
Student learning development must involve more than just correcting or incorrect questions. However, most adaptive learning methods in Virtual Learning Environments are based on whether the student's response is incorrect or correct. This…
Due to usage of self-reported data which may contain biasness, the existing studies may not unveil the exact relation between academic grades and app categories such as Video. Additionally, the existing systems' requirement for data of…
Emergence of latest technologies has diverted the focus of people form Computer-Supported Collaborative Learning (CSCL) to mobile supported collaborative learning. MCL is highly demanded in educational organizations to substantiate the…
Each student has specific characteristics and learning preferences, that reflect on each type of learning environment, online or face-to-face. Understanding these differences is crucial for educators to create learning environments that can…