Related papers: Open and Cultural Data Games for Learning
Gamification is a technological, economic, cultural, and societal development toward promoting a more game-like reality. As this emergent phenomenon has been gradually consolidated into our daily lives, especially in educational settings,…
Learning how to adapt to complex and dynamic environments is one of the most important factors that contribute to our intelligence. Endowing artificial agents with this ability is not a simple task, particularly in competitive scenarios. In…
Understanding player behavior is fundamental in game data science. Video games evolve as players interact with the game, so being able to foresee player experience would help to ensure a successful game development. In particular, game…
There is an increasing worldwide demand for people educated into science and technology. Unfortunately, girls and underprivileged students are often underrepresented in Science, Technology, Engineering and Mathematics (STEM) education…
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…
Over the past thirty years or so the authors have been teaching various programming for mathematics courses at our respective Universities, as well as incorporating computer algebra and numerical computation into traditional mathematics…
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…
Popularity of the use of free software in the IT industry is much higher than its popular use in educational activities. Disadvantages of free software and problems of its implementation in the educational process is a limiting factor for…
Underlying complex systems, there is a rich web of interconnected components that determine the relational properties of the system. Yet, traditional methods used in education sciences often disregard the underlying complexity of the…
This study delves into the key issues of representation and accessibility in game development. Despite their societal significance, video games face ongoing criticism for lacking diversity in both the workforce and content, excluding…
This study introduces an integrated curriculum designed to empower underrepresented students by combining environmental literacy, data literacy, and computer science. The framework promotes environmental awareness, data literacy, and civic…
Incentive design deals with interaction between a principal and an agent where the former can shape the latter's utility through a policy commitment. It is well known that the principal faces an information rent when dealing with an agent…
Serious games are gaining popularity as effective teaching and learning tools, providing engaging, interactive, and practical experiences for students. Gamified learning experiences, such as virtual escape rooms, have emerged as powerful…
The increasing adoption of data-driven applications in education such as in learning analytics and AI in education has raised significant privacy and data protection concerns. While these challenges have been widely discussed in previous…
Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design and analysis of…
This paper shares our experience in a three-session online workshop using a new web-based data programming environment, Marti. The programming environment uses a card-based programming strategy in both unplugged and online activities.…
The expansion of large-scale online education platforms has made vast amounts of student interaction data available for knowledge tracing (KT). KT models estimate students' concept mastery from interaction data, but their performance is…
The ultimate goals of serious education games (SEG) are to facilitate learning and maximizing enjoyment during playing SEGs. In SEG development, there are normally two spaces to be taken into account: knowledge space regarding learning…
This paper gives a critical account of the minority game literature. The minority game is a simple congestion game: players need to choose between two options, and those who have selected the option chosen by the minority win. The learning…
Eco-evolutionary game dynamics which characterizes the mutual interactions and the coupled evolutions of strategies and environments has been of growing interests in very recent years. Since such feedback loops widely exist in a range of…