Related papers: Girls Create Games: Lessons Learned
Websites are frequently used by programmers to support the development process. This paper investigates programmer-Web interactions when coding, and combines observations of behaviour with assessments of the resulting source code. We report…
Phishing is an online identity theft that aims to steal sensitive information such as username, password and online banking details from its victims. Phishing education needs to be considered as a means to combat this threat. This paper…
Reflection is a critical aspect of the learning process. However, educational games tend to focus on supporting learning concepts rather than supporting reflection. While reflection occurs in educational games, the educational game design…
Recently, introducing computer science and educational robots in compulsory education has received increasing attention. However, the use of screens in classrooms is often met with resistance, especially in primary school. To address this…
In games, as in and many other domains, design validation and testing is a huge challenge as systems are growing in size and manual testing is becoming infeasible. This paper proposes a new approach to automated game validation and testing.…
Game development-based approaches are increasingly used to design curricula that can engage students, as these can help them apply and practice learnt computer science concepts. However, it can become complex to develop a minimum working…
This study explores the influence of an interdisciplinary intervention on creative problem-solving skills. Literature deems such skills as vital for software engineering (SE) students in higher education. 39 SE students and graphic design…
Code review is a widely-used practice in software development companies to identify defects. Hence, code review has been included in many software engineering curricula at universities worldwide. However, teaching code review is still a…
Contributing to OSS projects can help students to enhance their skills and expand their professional networks. However, novice contributors often feel discouraged due to various barriers. Gamification techniques hold the potential to foster…
This research aims to design an educational mobile game for home computer users to prevent from phishing attacks. Phishing is an online identity theft which aims to steal sensitive information such as username, password and online banking…
Phishing continues to be a difficult problem for individuals and organisations. Educational games and simulations have been increasingly acknowledged as enormous and powerful teaching tools, yet little work has examined how to engage users…
It has been observed in many studies that female students in general are unwilling to undertake a course of study in ICT. Recent literature has also pointed out that undermining the prejudices of girls with respect to these disciplines is…
The human ability to learn rules and solve problems has been a central concern of cognitive science research since the field's earliest days. But we do not just follow rules and solve problems given to us by others: we modify those rules,…
University teachers often feel the need to try innovative learning technologies such as Learning Games to motivate the new generation of students. However, the typically limited resources of universities coupled with the high cost of…
Creative coding is a rapidly expanding domain for both artistic expression and computational education. Numerous libraries and IDEs support creative coding, however there has been little consideration of how the environments themselves…
This paper addresses the critical issue of deceptive design elements prevalent in technology, and their potential impact on children. Recent research highlights the impact of dark patterns on adults and adolescents, while studies involving…
Digital tools have long been used for supporting children's creativity. Digital games that allow children to create artifacts and express themselves in a playful environment serve as efficient Creativity Support Tools (or CSTs). Creativity…
In the last few years, serious games have become popular, with a consensus of the benefits for teaching cyber security awareness and education. However, there is still a lack of pedagogical driven methodologies and tools to support serious…
While general game playing is an active field of research, the learning of game design has tended to be either a secondary goal of such research or it has been solely the domain of humans. We propose a field of research, Automated Game…
The games research community has developed substantial knowledge on designing engaging experiences that draw players in. Surprisingly, less is known about player \textit{dis}engagement, with existing work predominantly addressing…