Related papers: Levantamento de Requisitos para Jogos Educativos I…
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…
Many neurodivergent (ND) children are integrated into mainstream schools alongside their neurotypical (NT) peers. However, they often face social exclusion, which may have lifelong effects. Inclusive play activities can be a strong driver…
It has been challenging to find ways to educate people to have better environmental consciousness. In some cases, people do not know what the right behaviors are to protect the environment. Game engine has been used in the AEC industry for…
Context: While most research shows positive effects of gamification, the focus on its adverse effects is considerably smaller and further understanding is needed. Objective: To provide a comprehensive overview on research reporting negative…
The use of educational games for pedagogical practice can provide new conceptions of teaching-learning in an interactive environment stimulating the acquisition of new knowledge. The so-called serious games are focused on the goal of…
Playing video games requires perception, memory, and planning, exactly the faculties modern large language model (LLM) agents are expected to master. We study the major challenges in using popular video games to evaluate modern LLMs and…
As modern games continue growing both in size and complexity, it has become more challenging to ensure that all the relevant content is tested and that any potential issue is properly identified and fixed. Attempting to maximize testing…
The technological and digital reality has broadly expanded, reaching the school. Therefore, this research aims to develop a didactic sequence, using as strategy a comic book, Figures, Gifs and videos, programs for activities applied to…
As virtual reality (VR) technology becomes more pervasive, it continues to find multiple new uses beyond research laboratories. One of them is distance adult education -- the potential of VR to provide valuable education experiences is…
While Large Language Models (LLMs) have achieved remarkable success in formal learning tasks such as mathematics and code generation, they still struggle with the "practical wisdom" and generalizable intelligence, such as strategic…
The growth of the software game development industry is enormous and is gaining importance day by day. This growth imposes severe pressure and a number of issues and challenges on the game development community. Game development is a…
Software game is a kind of application that is used not only for entertainment, but also for serious purposes that can be applicable to different domains such as education, business, and health care. Although the game development process…
Computer animation in the past decade has become one of the most noticeable features of technology-based learning environments. With today's high educational demands as well as the lack of time provided for certain courses, classical…
In general, video games not only prevail in entertainment but also have become an alternative methodology for knowledge learning, skill acquisition and assistance for medical treatment as well as health care in education,…
In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games. We analyze the unique…
We introduce a novel re-ranking model that aims to augment the functionality of standard search engines to support classroom search activities for children (ages 6 to 11). This model extends the known listwise learning-to-rank framework by…
We propose the study of mathematical ludology, which aims to formally interrogate questions of interest to game studies and game design in particular. The goal is to extend our mathematical understanding of complex games beyond…
Due to their pedagogical advantages, large final projects in information visualization courses have become standard practice. Students take on a client--real or simulated--a dataset, and a vague set of goals to create a complete…
This paper analyses the feasibility of including emerging IT-topics into secondary education (K9-12). We developed a class on Blockchain for K9-12 students which delivers relevant content but is also indented to motivate them to further…
We consider a class of games that are generalizations of the minority game, in that the demand and supply of the resource are specified independently. This allows us to study systems in which agents compete under different demand loads.…