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Papert's constructionism makes it clear that learning is particularly effective when learners create tangible artifacts and share and discuss them in social contexts. Technological progress in recent decades has created numerous…
How users in a dynamic system perform learning and make decision become more and more important in numerous research fields. Although there are some works in the social learning literatures regarding how to construct belief on an uncertain…
This paper introduces a collection of board games specifically chosen to serve as a basis for programming exercises. We examine the attractiveness of board games in this context as well as features that make a particular game a good…
This paper presents Cooking Code, a VR-based serious game designed to introduce programming concepts to students (ages 12-16) through an immersive, scenario-driven experience. Set in a futuristic world where humans and machines coexist,…
JADE is an educational game we have imagined, designed, built, and used successfully in various contexts. This board game enables learning and practicing software ergonomics concepts. It is intended for beginners. We use it every year…
This paper presents results from the design and testing of an educational version of Quantum Moves, a Scientific Discovery Game that allows players to help solve authentic scientific challenges in the effort to develop a quantum computer.…
Previous likelihood-based linear modeling of nutritional data has been limited by the availability of software that allows flexible error structures in the data. We demonstrate the use of a Bayesian modeling approach to the analysis of such…
It has been challenging to find ways to educate people to have better environmental consciousness. In some cases, people do not know what the right behaviors are to protect the environment. Game engine has been used in the AEC industry for…
To support people trying to lose weight and stay healthy, more and more fitness apps have sprung up including the ability to track both calories intake and expenditure. Users of such apps are part of a wider ``quantified self'' movement and…
E-learning is a widely used learning method, but with the development of society, traditional E-learning method has exposed some shortcomings, such as the boring way of teaching, so that it is difficult to increase the enthusiasm of…
Can we make undergraduate engineering education easier and more fun? This research aims to see if we can answer the ambitious question! The digital game-based learning (DGBL) has been found to increase the efficacy of learning when applied…
Purpose - The purpose of this study is to develop a game-based mobile application to help learners practice mathematical patterns and structures. Method - The study followed a mixed-method research design and prototyping methodology to…
Now-a-days, people are getting more health conscious and tend to keep a check on nutritional gain from the packed food products they consume. This application christened 'healthWISE' helps a mobile user to scan/enter the bar-code on the…
Prior research has explored potential applications of video games in programming education to elicit computational thinking skills. However, existing approaches are often either too general, not taking into account the diversity of genres…
The mastery of Hijaiyah letters is a crucial foundation for reading and comprehending the Quran, yet conventional pedagogical approaches based on repetitive memorization frequently struggle to maintain the engagement of young learners in…
In games, as in and many other domains, design validation and testing is a huge challenge as systems are growing in size and manual testing is becoming infeasible. This paper proposes a new approach to automated game validation and testing.…
This paper introduces our gamification of a part of our software design curriculum. Based on typical design principles a motivating learning game is developed to train students in software design. We use Bloom's taxonomy to determine…
We present Particle Builder, an online board game which teaches students about concepts from the Standard Model of Particle Physics at a high school level. This short activity resulted in a gain of 0.16, indicating that students learned a…
Research has established increased engagement and positive behavioral, attitudinal, and learning outcomes from educational games. Although engagement begets these benefits, there is a lack of research on how students engage with educational…
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…