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Large Language Models (LLMs) have shown the potential to be valuable teaching tools, with the potential of giving every student a personalized tutor. However, one challenge with using LLMs to learn new concepts is that when learning a topic…
Game creation challenges in schools potentially provide engaging, goal-oriented, and interactive experiences in classes; thereby supporting the transfer of knowledge for learning in a fun and pedagogic manner. A key element of the ongoing…
User friendly tools have lowered the requirements of high-quality game design to the point where researchers without development experience can release their own games. However, there is no established best-practice as few games have been…
We introduce an approach to evaluate language model (LM) agency using negotiation games. This approach better reflects real-world use cases and addresses some of the shortcomings of alternative LM benchmarks. Negotiation games enable us to…
Detecting design pattern instances in unfamiliar codebases remains a challenging yet essential task for improving software quality and maintainability. Traditional static analysis tools often struggle with the complexity, variability, and…
Instructional designers face an overwhelming array of design choices, making it challenging to identify the most effective interventions. To address this issue, I propose the concept of a Model Human Learner, a unified computational model…
Pedagogical approaches focusing on stereotypical code solutions, known as programming plans, can increase problem-solving ability and motivate diverse learners. However, plan-focused pedagogies are rarely used beyond introductory…
Data is becoming an important central point for making design decisions for most software. Game development is not an exception. As data-driven methods and systems start to populate these environments, a good question is: can we make models…
Instructional design is a fundamental base for educational technologies as it lays the foundation to facilitate learning and teaching based on pedagogical underpinnings. However, most of the educational technologies today face two core…
Within the evolving field of digital intervention, serious games emerge as promising tools for evidence-based interventions. Research indicates that gamified therapy, whether employed independently or in conjunction with online…
Recent advancements in large language models (LLMs) underscore the need for more comprehensive evaluation methods to accurately assess their reasoning capabilities. Existing benchmarks are often domain-specific and thus cannot fully capture…
The goal of inductive logic programming is to induce a logic program (a set of logical rules) that generalises training examples. Inducing programs with many rules and literals is a major challenge. To tackle this challenge, we introduce an…
Large language models (LLMs) are rapidly transforming knowledge work by improving the quality and efficiency of tasks such as writing, coding, and data analysis. However, their growing use in education has exposed a learning-performance…
In typical reinforcement learning (RL), the environment is assumed given and the goal of the learning is to identify an optimal policy for the agent taking actions through its interactions with the environment. In this paper, we extend this…
We are interested in the design of generative networks. The training of these mathematical structures is mostly performed with the help of adversarial (min-max) optimization problems. We propose a simple methodology for constructing such…
Autonomous artificial agents must be able to learn behaviors in complex environments without humans to design tasks and rewards. Designing these functions for each environment is not feasible, thus, motivating the development of intrinsic…
We study the task of teaching a machine to classify objects using features and labels. We introduce the Error-Driven-Featuring design pattern for teaching using features and labels in which a teacher prefers to introduce features only if…
Design feedback helps practitioners improve their artifacts while also fostering reflection and design reasoning. Large Language Models (LLMs) such as ChatGPT can support design work, but often provide generic, one-off suggestions that…
In recent years, large language models (LLMs) have been extensively utilized for behavioral modeling, for example, to automatically generate sequence diagrams. However, no overview of this work has been published yet. Such an overview will…
The goal of our work is to use a set of reports and extract named entities, in our case the names of Industrial or Academic partners. Starting with an initial list of entities, we use a first set of documents to identify syntactic patterns…