Related papers: Open and Cultural Data Games for Learning
Misinformation has become a significant issue in today's society, with the proliferation of false information through various mediums such as social media and traditional news sources. The rapid spread of misinformation has made it…
The potential of using video games as well as gaming engines for educational and research purposes is promising, especially with the current progress of Industry 4.0 technologies such as augmented and virtual reality devices. However, it is…
Teaching Unix to new students is a common tasks in many higher schools. This paper presents an approach to such course where the students progress autonomously with the help of the teacher. The traditional textbook is complemented with a…
As road transportation has been identified as a major contributor of environmental pollution, motivating individuals to adopt a more eco-friendly driving style could have a substantial ecological as well as financial benefit. With…
Interactive systems such as chatbots and games are increasingly used to persuade and educate on sustainability-related topics, yet it remains unclear how different delivery formats shape learning and persuasive outcomes when content is held…
A group of students in 7-9 grades are inventing combinatorial impartial games. The games are played on graphs, piles, and grids. We found winning positions, optimal strategies, and other interesting facts about the games.
The effectiveness of traditional communication techniques has declined in recent years, and marketing specialists are looking at more creative ways to engage consumers. A lot of attention has recently been paid to advergames, which are seen…
This paper describes a basic model of a gift economy in the shape of a Giving Game and reveals the fundamental structure of such a game. Main result is that the game shows a community effect in that a small subgroup of players eventually…
Social networks are pivotal for learning. Yet, we still lack a full understanding of the mechanisms connecting networks with learning outcomes. Here, we present the results of a large scale study (946 elementary school children from 45…
Teaching graph theory with the most adequate tools requires time and ideas. We present how an open community of teachers shares contents and ideas on an innovative platform. The objective is to get the students autonomous in their training…
Research involving virtual reality (VR) has dramatically increased since the introduction of consumer VR systems. In turn, research on VR games has gained popularity within several fields. However, most VR games are closed source, which…
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…
It is well documented that students sometimes resist active learning techniques. A recent study showed how students believed that they learned less in active learning classrooms than they learned in lectures, even though they learned more.…
Our introductory classes in statistics and data science use too much mathematics. The key causal effect which our students want our classes to have is to improve their future performance and opportunities. The more professional their…
Lotteries are commonly employed in school choice to fairly resolve priority ties; however, current practices typically keep students uninformed about their lottery outcomes at the time of preference submission. This paper advocates for…
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…
Context: While most research shows positive effects of gamification, the focus on its adverse effects is considerably smaller and further understanding is needed. Objective: To provide a comprehensive overview on research reporting negative…
Research on cognitive effects of educational games in general shows promising results. However, large variations in learning outcomes between individual educational games exists. Research on the design process and different design elements…
The recent growth of sophisticated digital gaming technologies has spawned an \$8.1B industry around using these games for pedagogical purposes. Though Digital Game-Based Learning Systems have been adopted by industries ranging from…
As Massive Open Online Courses (MOOCs) become increasingly popular, it is promising to automatically provide extracurricular knowledge for MOOC users. Suffering from semantic drifts and lack of knowledge guidance, existing methods can not…