Related papers: A Review of Game-based Mobile E-Learning Applicati…
Training deep learning models on mobile devices recently becomes possible, because of increasing computation power on mobile hardware and the advantages of enabling high user experiences. Most of the existing work on machine learning at…
As technology advances, conceptualizations of effective strategies for teaching and learning shift. Due in part to their facilitation of unique affordances for learning, mobile devices, augmented reality, and games are all becoming more…
Adding game elements to higher education is an increasingly common practice. As a result, many recent empirical studies focus on studying the effectiveness of gamified or game-based educational experiences. The findings of these studies are…
While Large Language Models (LLMs) have achieved remarkable success in formal learning tasks such as mathematics and code generation, they still struggle with the "practical wisdom" and generalizable intelligence, such as strategic…
This paper presents a game based on storytelling, in which the players are faced with ethical dilemmas related to software engineering specific issues. The players' choices have consequences on how the story unfolds and could lead to…
Serious games are simulation software designed to assist people in learning the practical concepts of various application fields such as Health, wellness, Education and Culture. People improve their individual knowledge, skills and attitude…
Educational games are being increasingly used to support self-paced learning. However, educators and system designers often face challenges in monitoring student affect and cognitive load. Existing assessments in game-based learning…
Post-merger integration states unique challenges for professionals responsible for information system integration aimed on alignment and combination diverse system architectures of merging organizations. Although the theoretical and…
School classrooms are equipped with more and more mobile devices. However, the latest studies show that their use by teachers is still very limited because of a lack of resources and applications adapted to use these artifacts in education.…
In this article, we present our findings from ten years of research on intelligent educational games. We discuss the architecture of our training environments for learning spelling and mathematics, and specifically focus on the…
How does one measure "ability to understand language"? If it is a person's ability that is being measured, this is a question that almost never poses itself in an unqualified manner: Whatever formal test is applied, it takes place on the…
The main purpose of the study is to develop a supplementary learning tool framework by the use of a dynamic mobile application using Unity AR and Vuforia for Senior High School (SHS) students and teachers to help the learning process in SHS…
Robotics education fosters computational thinking, creativity, and problem-solving, but remains challenging due to technical complexity. Game-based learning (GBL) and gamification offer engagement benefits, yet their comparative impact…
Game-Based Learning has proven to be an effective method for enhancing engagement with educational material. However, gaining a deeper understanding of player strategies remains challenging. Sequential game-state and action-based tracking…
Purpose: The study aimed to improve the previous study covering a web-based query game for Cavite State University. The study created a new mechanic and gameplay for the students to learn Structured Query Language (SQL). The enhancements…
We present a platform for the generation of educational activities oriented to teaching English as a foreign language. The different activities -- games and language practice exercises -- are strongly based on Natural Language Processing…
This entry introduces educational games in secondary schools. Educational games include three main types of educational activities with a playful learning intention supported by digital technologies: educational serious games, educational…
Contribution: This article analyzes the learning and motivational impact of teacher-authored educational video games on computer science education and compares its effectiveness in both face-to-face and online (remote) formats. This work…
The rapid advancements in large language models (LLMs) have presented challenges in evaluating those models. Existing evaluation methods are either reference-based or preference based, which inevitably need human intervention or introduce…
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…