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In the context of investment analysis, we formulate an abstract online computing problem called a planning game and develop general tools for solving such a game. We then use the tools to investigate a practical buy-and-hold trading problem…
In recent years, technology has advanced considerably with the introduction of many systems including advanced robotics, big data analytics, cloud computing, machine learning and many more. The opportunities to exploit the yet to come…
This dissertation presents three years of research on how design processes in game jams and hackathons can be understood as accelerated. Hackathons and game jams can both be described as formats where participants engage in designing and…
Gamification has been applied in software engineering to improve quality and results by increasing people's motivation and engagement. A systematic mapping has identified research gaps in the field, one of them being the difficulty of…
Background and Context: While debugging is recognized as an essential practice, for many students, encountering bugs can generate emotional responses such as fear and anxiety that can lead to disengagement and the avoidance of computer…
Phishing is an online identity theft that aims to steal sensitive information such as username, password and online banking details from its victims. Phishing education needs to be considered as a means to combat this threat. This paper…
Particularly close attention is being paid today among researchers in social science disciplines to aspects of learning in the digital age, especially for the Digitally Native Generation. In the context of museums, the question is: how can…
Software startups are becoming increasingly popular in software industry as well as other sectors of economy. Startups that lack necessary competences often seek for external resources from outsourcing partners. Little is known how this…
It is essential for startups to quickly experiment business ideas by building tangible prototypes and collecting user feedback on them. As prototyping is an inevitable part of learning for early stage software startups, how fast startups…
Although socializing is a powerful driver of youth engagement online, platforms struggle to leverage engagement to promote learning. We seek to understand this dynamic using a multi-stage analysis of over 14,000 comments on Scratch, an…
Cloud Computing emerges from the global economic crisis as an option to use computing resources from a more rational point of view. In other words, a cheaper way to have IT resources. However, issues as security and privacy, SLA (Service…
Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design and analysis of…
This paper explores the potential of generative AI in creating adaptive educational simulations. By leveraging a system of multiple AI agents, simulations can provide personalized learning experiences, offering students the opportunity to…
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…
The introduction of generative artificial intelligence applications to the public has led to heated discussions about its potential impacts and risks for K-12 education. One particular challenge has been to decide what students should learn…
In multi-player card games such as Skat or Bridge, the early stages of the game, such as bidding, game selection, and initial card selection, are often more critical to the success of the play than refined middle- and end-game play. At the…
This research explores the quickly changing field of generative artificial intelligence (GAI) chatbots in higher education, an industry that is undergoing major technological changes. AI chatbots, such as ChatGPT, HuggingChat, and Google…
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…
Increasing user engagement is constant challenge for Intelligent Tutoring Systems researchers. A current trend in the ITS field is to increase engagement of proven learning systems by integrating them within games, or adding in game like…
Freelance workers must continually acquire new skills to remain competitive in online labor markets, yet they lack the organizational training, mentorship, and infrastructure available to traditional employees. Generative AI-powered tools…