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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…
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…
The digital age is changing the role of educators and pushing for a paradigm shift in the education system as a whole. Growing demand for general and specialized education inside and outside classrooms is at the heart of this rising trend.…
This study investigates learners' preferences for game design elements (GDEs) in educational contexts to inform the development of purpose-driven gamification strategies. It emphasizes a learner-centered approach that aligns gamification…
Gamification frameworks can aid in gamification planning for education. Most frameworks, however, do not provide ways to select, relate or recommend how to use game elements, to gamify a certain educational task. Instead, most provide a…
AI tools, particularly large language modules, have recently proven their effectiveness within learning management systems and online education programmes. As feedback continues to play a crucial role in learning and assessment in schools,…
Personalization plays a critical role in numerous language tasks and applications, since users with the same requirements may prefer diverse outputs based on their individual interests. This has led to the development of various…
Large language models (LLMs) make it plausible to build systems that improve through self-evolving loops, but many existing proposals are better understood as self-play and often plateau quickly. A central failure mode is that the loop…
This study contributes to the literature by considering the difference in vocabulary used to express document content and information needs. Users are integrated into all research phases in order to provide them with relevant information…
This work aims to employ natural language generation (NLG) to rapidly generate items for English language learning applications: this requires both language models capable of generating fluent, high-quality English, and to control the…
Internationalization of the higher education has created the so-called borderless university, which provides better opportunities for learning and increases the human and social sustainability. eLearning systems are a special kind of…
This paper focuses on "tracing player knowledge" in educational games. Specifically, given a set of concepts or skills required to master a game, the goal is to estimate the likelihood with which the current player has mastery of each of…
This innovative practice article reports on the piloting of vibe coding (using natural language to create software applications with AI) for English as a Foreign Language (EFL) education. We developed a human-AI meta-languaging framework…
Mobile Learning Games (MLGs) show great potential for increasing engagement, creativity and authentic learning. Yet, despite their great potential for education, the use of MLGs by teachers, remains limited. This is partly due to the fact…
Personality assessment in career guidance and personnel selection traditionally relies on self-report questionnaires, which are susceptible to response bias, fatigue, and intentional distortion. Game-based assessment offers a promising…
Educational technologies often misalign with instructors' pedagogical goals, forcing adaptations that compromise teaching efficacy. In this paper, we present a case study on the co-development of curriculum and technology in the context of…
Educational games are commonly used to motivate students and provide enhanced learning opportunities. Apps and mobile games play an increasingly important role in education and smartphones are part of the daily lives of most female…
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…
Games offer a compelling paradigm for developing general reasoning capabilities in language models, as they naturally demand strategic planning, probabilistic inference, and adaptive decision-making. However, existing self-play approaches…
Phishing continues to be a difficult problem for individuals and organisations. Educational games and simulations have been increasingly acknowledged as enormous and powerful teaching tools, yet little work has examined how to engage users…