Related papers: Developing an Augmented Reality-Based Game as a Su…
The last decade has seen an upswing in interest and adoption of reinforcement learning (RL) techniques, in large part due to its demonstrated capabilities at performing certain tasks at "super-human levels". This has incentivized the…
Math anxiety is negatively correlated with student performance and can result in avoidance of further math/STEM classes and careers. Cooperative learning (i.e., group work) is a proven strategy that can reduce math anxiety and has…
The use of augmented reality (AR) allows for the integration of digital information onto our perception of the physical world. In this article, we present a comprehensive review of previously published literature on the implementation of…
The aim of the current work is to assess the challenges that gamification in education are facing nowadays. Benefits and disadvantages of using gamification in classroom are both discussed to offer a clearer view on the impact of using…
There has been an increasing trend of females performing better than males academically across the mathematical engineering courses. To confirm this assumption, final marks of two independent samples of students from Calculus courses across…
This research model uses an emancipatory approach to address challenges of equity in the science, technology, engineering, and math (STEM) workforce. Serious concerns about low minority participation call for a rigorous evaluation of new…
The study examines the problem of using augmented and virtual reality in the process of blended learning in general secondary education. The study analyzes the meaning of the concept of "blended learning". The conceptual principles of…
Dyslexia is a neurodevelopmental disorder estimated to strike approximately 5 to 10 per cent of the population. In particular, phonological dyslexia causes problems in connecting the sounds of words with their written forms. Consequently,…
Early adolescence is a time of major social change; a strong sense of belonging and peer connectedness is an essential protective factor in mental health during that period. In this paper we introduce LINA, an augmented reality (AR)…
Understanding electronics is a critical area in the maker scene. Many of the makers' projects require electronics knowledge to connect microcontrollers with sensors and actuators. Yet, learning electronics is challenging, as internal…
The challenges of solving complex university-level mathematics problems, particularly those from MIT, and Columbia University courses, and selected tasks from the MATH dataset, remain a significant obstacle in the field of artificial…
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…
Math anxiety is a highly prevalent problem in education that has consistently shown to lead to poor math performance. This study sought to investigate whether certain behaviours are predictive of math anxiety among students. This study…
The paper generically models an augmented reality game-based environment to project the gamification of an online cognitive behavioral therapist that performs instant measurements for patients with a predefined Attention Deficit…
Evacuation is one of the main disaster management solutions to reduce the impact of man-made and natural threats on building occupants. To date, several modern technologies and gamification concepts, e.g. immersive virtual reality and…
The quality of mathematics education depends largely on the quality of education in general. The main idea may be summarized as follows: in order to educate the younger generation of people to be able to meet adequately the demands of the…
Practical research was conducted to cultivate students' mathematical computation ability using literature analysis, theoretical practice, and statistical analysis methods. The research involved 171 ninth-grade students from the author's…
Reinforcement learning (RL) has shown its strength in challenging sequential decision-making problems. The reward function in RL is crucial to the learning performance, as it serves as a measure of the task completion degree. In real-world…
Mathematical literacy plays an important role in supporting individuals to fulfil their professional roles in modern society. The affordances of mobile technologies as well as the emergence of new theories in mobile learning have the…
Access to quality education remains a global challenge, particularly in crisis-affected regions. This study examines the decline in students' mathematical proficiency and proposes an innovative Moodle-based testing system that incorporates…