Related papers: Open and Cultural Data Games for Learning
We extend the theory of disciplinary integration of games for science education beyond the virtual world of games, and identify two key themes of a practice-based theoretical commitment to science learning: (1) materiality in the classroom…
We present a classroom game that integrates economics and data-science competencies. In the first two parts of the game, participants assume the roles of firms in a procurement market, where they must either adopt competitive behaviors or…
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…
Reflection is a critical aspect of the learning process. However, educational games tend to focus on supporting learning concepts rather than supporting reflection. While reflection occurs in educational games, the educational game design…
Evolutionary games are studied where the teaching activity of players can evolve in time. Initially all players following either the cooperative or defecting strategy are distributed on a square lattice. The rate of strategy adoption is…
Ecologists and economists try to explain collective behavior in terms of competitive systems of selfish individuals with the ability to learn from the past. Statistical physicists have been investigating models which might contribute to the…
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…
The University of the Philippines Open University has been at the forefront of providing Massive Open Online Courses to address knowledge and skill gaps, aiming to make education accessible and contributing to societal goals. Recognising…
The purpose of this work is to explore a teaching methodology aimed at communicating topics and subjects not typically studied and analyzed in the (Italian) secondary school. We focused specifically on the use of videogames as a…
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…
With the ever-growing presence of deep artificial neural networks in every facet of modern life, a growing body of researchers in educational data science -- a field consisting of various interrelated research communities -- have turned…
Educational videos are widely used across various instructional models in higher education to support flexible and self-paced learning. However, student engagement with these videos varies significantly depending on how they are designed.…
We attempt to automate various artistic processes by inventing a set of drawing games, analogous to the approach taken by emergent language research in inventing communication games. A critical difference is that drawing games demand much…
Promoting exercise and promoting fun in sport and activity is a common goal of schools. However, children and adolescents do not exercise enough, which can favor a number of chronic illnesses. Exercise and sports often require coordination…
Programming courses in computing science are important because they are often the first introduction to computer programming for many students. Many university students are overwhelmed with the information they must learn for an…
University teachers often feel the need to try innovative learning technologies such as Learning Games to motivate the new generation of students. However, the typically limited resources of universities coupled with the high cost of…
This chapter reports an empirical teaching experience integrating newsgame creation-serious games addressing current events and contributing to public debate-into an introductory game design course for engineering students. From 2010 to…
The introduction of serious games as pedagogical supports in the field of education is a process gaining in popularity amongst the teaching community. This article creates a link between the integration of new pedagogical solutions in…
In higher education, gamification offers the prospect of providing a pivotal shift from traditional asynchronous forms of engagement, to developing methods to foster greater levels of synchronous interactivity and partnership between and…
The Internet has become a critical domain for modern society that requires ongoing efforts for its improvement and protection. Network traffic matrices are a powerful tool for understanding and analyzing networks and are broadly taught in…