Related papers: Exploring Augmented Reality Games in Accessible Le…
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…
Fairness-aware learning aims at satisfying various fairness constraints in addition to the usual performance criteria via data-driven machine learning techniques. Most of the research in fairness-aware learning employs the setting of…
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…
Serious games are increasingly being used in cybersecurity education to engage and educate users. Several studies with cybersecurity serious games have shown that they are successful in educating users and the users also find them both fun…
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.…
Educators often seek ways to introduce gaming in the classroom in order to break the usual teaching routine, expand the usual course curriculum with additional knowledge, but mostly as a means to motivate students and increase their…
Gamification applies game mechanics to non-game environments to motivate and engage users. Artificial Intelligence (AI) offers powerful tools for personalizing and optimizing gamification, adapting to users' needs, preferences, and…
Children with autism spectrum disorder (ASD) experience challenges in grasping social-emotional cues, which can result in difficulties in recognizing emotions and understanding and responding to social interactions. Social-emotional…
The video game industry plays an essential role in the entertainment sphere of our society. However, from Monopoly to Flight Simulators, serious games have also been appealing tools for learning a new language, conveying values, or training…
Wearable technologies have traditionally been used to measure and monitor vital human signs for well-being and healthcare applications. However, there is a growing interest in using and deploying these technologies to facilitate teaching…
We present an approach to evaluate the efficacy of annotations in augmenting learning environments in the context of Virtual Reality. Our study extends previous work highlighting the benefits of learning based in virtual reality and…
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…
Building on game design and education research, this paper introduces narrative-focused role-playing games as a way to promote visualization literacy in young children. Visualization literacy skills are vital in understanding the world…
Neurofeedback games are an effective and playful approach to enhance certain social and attentional capabilities in children with autism, which are promising to become widely accessible along with the commercialization of mobile EEG…
Augmented reality (AR) is an emerging technology in mobile app design during recent years. However, usability challenges in these apps are prominent. There are currently no established guidelines for designing and evaluating interactions in…
Recent developments in artificial intelligence (AI) have permeated through an array of different immersive environments, including virtual, augmented, and mixed realities. AI brings a wealth of potential that centers on its ability to…
Recent advancements in artificial intelligence (AI) have broadened the applicability of AI-generated images across various sectors, including the creative industry and design. However, their utilization in educational contexts, particularly…
As educational technology evolves, the potential of Pedagogical Agents (PAs) in supporting education is extensively explored. Typically, research on PAs has primarily focused on computer-based learning environments, but their use in…
This paper presents a dynamic gamification architecture for an Extended Reality Artificial Intelligence virtual training environment designed to enhance STEM education through immersive adaptive, and kinesthetic learning. The proposed…
This paper introduces Teachable Reality, an augmented reality (AR) prototyping tool for creating interactive tangible AR applications with arbitrary everyday objects. Teachable Reality leverages vision-based interactive machine teaching…