Related papers: Computers in Secondary Schools: Educational Games
This paper reviews an experiment in human-computer interaction, where interaction takes place when humans attempt to teach a computer to play a strategy board game. We show that while individually learned models can be shown to improve the…
This thesis presents some geometric insights into three different types of two player prediction games -- namely general learning task, prediction with expert advice, and online convex optimization. These games differ in the nature of the…
The use of generative AI in education is a controversial topic. Current technology offers the potential to create educational content from text, speech, to images based on simple input prompts. This can enhance productivity by summarizing…
Courses in electromagnetism and related technical subjects are often dominated by lecture-heavy instruction and complex mathematical concepts, which can make it difficult for students to stay engaged. This is particularly problematic in…
The note is devoted to an interactive game theoretic formalization of dialogues as psycholinguistic phenomena and the unraveling of a hidden dialogue structure of 2-person differential interactive games. In the field-theoretic description…
This paper reports on the outcomes of a survey implemented in secondary schools. The survey identified the types of access and use of computers by students. It was found that the students had significant access to computers but they were…
Computer games play an important role in our society and motivate people to learn computer science. Since artificial intelligence is integral to most games, they can also be used to teach artificial intelligence. We introduce the Game AI…
This paper describes the development needed to support the functional and teaching requirements of iRead, a 4-year EU-funded project which produced an award-winning serious game utilising lexical and syntactical game content. The main…
New interactive physical-digital play technologies are shaping the way children plan. These technologies refer to digital play technologies that engage children in analogue forms of behaviour, either alone or with others. Current…
Papert's (1980) work with Turtle Geometry offered an early and provocative vision of how digital technologies could be used with young learners. Since then, research on digital technology use has focused on the middle and high school…
Game feel design is the intentional design of the affective impact of moment-to-moment interaction with games. In this paper we survey academic research and publications by practitioners to give a complete overview of the state of research…
Game development is an interdisciplinary concept that embraces artistic, software engineering, management, and business disciplines. This research facilitates a better understanding of important dimensions of digital game development…
The chapter supports educators and postgraduate students in understanding the role of simulation in software engineering research based on the authors' experience. This way, it includes a background positioning simulation-based studies in…
Training students in basic concepts of physics, such as the ones related to mass, volume, or density, is much more complicated than just stating the underlying definitions and laws. One of the reasons for this is that most students have…
Startups seek to create highly scalable business models. For startups, growth is thus vital. Growth hacking is a marketing strategy advocated by various startup practitioner experts. It focuses on using low cost practices while utilizing…
In recent years, studies in different areas have used gamification to improve users' flow experience. However, due to the high variety of the conducted studies and the lack of secondary studies (e.g., systematic literature reviews) in this…
Driven by the fact that many of us experienced softer or not-so-soft lockdown, the intention of a couple of instructors at our university was to develop a collaborative tool that could help in online delivery and gamification on two courses…
Games have been the perfect test-beds for artificial intelligence research for the characteristics that widely exist in real-world scenarios. Learning and optimisation, decision making in dynamic and uncertain environments, game theory,…
The traditional teaching of software engineering is focused on technical skills. Active strategies, where students experience content and interact with reality, are effective. The market demands new skills in the digital transformation,…
In recent years, the integration of gamification into educational settings has garnered significant attention as a means to enhance student engagement and learning outcomes. By leveraging gamified elements such as points and leaderboards,…