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Recently there have been multiple calls for curricular reforms to develop new pathways to the science, technology, engineering and math (STEM) disciplines. The Marble Game answers these calls by providing a conceptual framework for…
The gap between theory and practice in mathematics education, particularly in primary-teacher education, necessitates innovative teaching methodologies. This paper explores the implementation of academic portfolios as a teaching innovation…
Computer science's increased recognition as a prominent field of study has attracted students with diverse academic backgrounds. This has significantly increased the already high failure rates in introductory courses. To address this…
The competitive pressures in China's primary and secondary education system have persisted despite decades of policy interventions aimed at reducing academic burdens and alleviating parental anxiety. This paper develops a game-theoretic…
Serious games are beneficial for education in various computer science areas. Numerous works have reported the experiences of using games (not only playing but also development) in teaching and learning. Considering it could be difficult…
Prior research has explored potential applications of video games in programming education to elicit computational thinking skills. However, existing approaches are often either too general, not taking into account the diversity of genres…
We present an investigation of game-like simulations for physics teaching. We report on the effectiveness of the interactive simulation "Real Time Relativity" for learning special relativity. We argue that the simulation not only enhances…
There has been strong interest among higher education institution in implementing technology-enhanced peer assessment as a tool for enhancing students' learning. However, little is known on how to use the peer assessment system in…
A freely available educational application (a mobile website) is presented. This provides access to educational material and drilling on selected topics within mathematics and statistics with an emphasis on tablets and mobile phones. The…
This paper examines the integration of STEAM (Science, Technology, Engineering, Arts, and Mathematics) into education, emphasizing the inclusion of the Arts to foster creativity alongside traditional STEM skills. STEAM encourages…
Interpreting kinematic graphs remains a significant challenge in physics education. The MissionMotion Project addresses this issue by providing a gamified physical-computational environment combining low-cost sensors, physical activity,…
Developing students as well-rounded professionals is increasingly important for our modern society. Although there is a great consensus that technical and professional ("soft") skills should be developed and intertwined in the core of…
Studies on software tutoring systems for complex learning have shown that confusion has a beneficial relationship with the learning experience and student engagement (Arguel et al., 2017). Causing confusion can prevent boredom while signs…
Active learning strategies have been widely recognised for their effectiveness in tertiary education, yet their implementation at scale, particularly in large first-year mathematics courses, presents considerable challenges. A common method…
Computer Science (CS) has experienced significant growth and diversification in recent decades. However, there is a lack of diversity in CS learning approaches. Traditional teaching methods and hands-on learning dominate this field, with…
Digital educational games have demonstrated large variations in learning outcomes and transfer. Furthermore, educational games are usually embedded in a larger educational setting. This case study evaluates in detail a lesson around an…
With the rise of the popularity of Bayesian methods and accessible computer software, teaching and learning about Bayesian methods are expanding. However, most educational opportunities are geared toward statistics and data science students…
Uncertainty is ubiquitous in games, both in the agents playing games and often in the games themselves. Working with uncertainty is therefore an important component of successful deep reinforcement learning agents. While there has been…
Serious games are accepted as an effective approach to deliver augmented feedback in motor (re-) learning processes. The multi-modal nature of the conventional computer games (e.g. audiovisual representation) plus the ability to interact…
In modern physical education, data-driven evaluation methods have gradually attracted attention, especially the quantitative prediction of students' sports performance through machine learning model. The purpose of this study is to use a…