Related papers: Computers in Secondary Schools: Educational Games
Fun acts as a catalyst for learning by enhancing motivation, active engagement and knowledge retention. As social robots gain traction as educational tools, understanding how their unique affordances can be leveraged to cultivate fun…
Serious games and gamification (SGG) have shown to have positive effects on health outcomes of eHealth applications. However, research has shown that a shift towards a personalized approach is needed, considering the diversity of users.…
Raising awareness among young people, and especially students, on the relevance of behavior change for achieving energy savings is increasingly being considered as a key enabler towards long-term and cost-effective energy efficiency…
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…
Education sector is adopting new technologies for both teaching and learning pedagogy. Augmented Reality (AR) is a new technology that can be used in the educational pedagogy to enhance the engagement with students. Students interact with…
This chapter outlines the relation between artificial intelligence (AI) / machine learning (ML) algorithms and digital games. This relation is two-fold: on one hand, AI/ML researchers can generate large, in-the-wild datasets of human…
More and more learning apps like Duolingo are using some form of gamification (e.g., badges, points, and leaderboards) to enhance user learning. However, they are not always successful. Gamification misuse is a phenomenon that occurs when…
Serious games have recently emerged as an avenue for curriculum delivery. Serious games incorporate motivation and entertainment while providing pointed curriculum for the user. This paper presents a serious game, called MiBoard, currently…
The Internet of Things (IoT) has many applications in our daily lives. One aspect in particular is how the IoT is making a substantial impact on education and learning; as we move into the 'Smart Educational' era. This article explores how…
Game development is an interdisciplinary concept that embraces software engineering, business, management, and artistic disciplines. This research facilitates a better understanding of the business dimension of digital games. The main…
Introducing inner-city high school students to program design presents unique challenges. The typical assumptions of an introductory programming course, like students understand what variables and functions are, may not be safe. Therefore,…
Awareness of cybersecurity topics, e.g., related to secure coding guidelines, enables software developers to write secure code. This awareness is vital in industrial environments for the products and services in critical infrastructures. In…
In education there exists a tension between two modes of learning: traditional lecture-based instruction and more tinkering-based creative learning. In this paper, we outline our efforts as two Ph.D. students (who are skilled in…
Active learning comprises many varied techniques that engage students actively in the construction of their understanding. Because of this variation, different active learning techniques may be best suited to achieving different learning…
Context: New systems have emerged within the Industry 4.0 paradigm. These systems incorporate characteristics such as autonomy in decision making and acting in the context of IoT systems, continuous connectivity between devices and…
There is an increasing need for young people to become critically AI literate, understanding not only how AI works but also its limitations and ethical nuances. Yet, designing learning experiences that make such complex, serious topics…
Formal models of games help us account for and predict behavior, leading to more robust and innovative designs. While the games research community has proposed many formalisms for both the "game half" (game models, game description…
What if we take a broader view of what it means to run an education experiment? In this paper, we explore opportunities that arise when we think beyond the commonly-held notion that the purpose of an experiment is to either accept or reject…
People enjoy encounters with generative software, but rarely are they encouraged to interact with, understand or engage with it. In this paper we define the term 'PCG-based game', and explain how this concept follows on from the idea of an…
This paper presents different possibilities of using mobile robots in education. Through the application of mobile mechatronic robotic system "Robotino" this paper shows the possibilities of developing interactive lectures and exercises in…