Related papers: Distributed Applications in Gamification of the Le…
Gamification has the potential to make significant contributions to financial product delivery, Fintech services, and inclusive growth. The integration of gamification into FinTech applications has shown a positive correlation with the…
In this small scale study we demonstrate how a gamified teaching setup can be used effectively to support student learning in a quantum mechanics course. The quantum mechanics games were research games, which were played during lectures and…
Gamification refers to the process of adding game elements to a task. Of late, this process has been introduced in pedagogical settings to capture the attention and interest of students. In our study, we apply the process to Anatomy…
The globalization of markets and world-wide competition forces manufacturing enterprises to enter into alliances leading to the creation of distributed manufacturing enterprises. Before forming a partnership it is essential to evaluate…
Due to the availability of huge amounts of data and processing abilities, current artificial intelligence (AI) systems are effective in solving complex tasks. However, despite the success of AI in different areas, the problem of designing…
The transformation towards intelligence in various industries is creating more demand for intelligent and flexible products. In the field of robotics, learning-based methods are increasingly being applied, with the purpose of training…
The article deals with the problem of intellectual development of students in learning of physics by means of computer simulation. The main objectives of teaching computer simulation in learning of physics is the general outlook…
Context: Gamification is an emerging subject that has been applied in different areas, bringing contributions to different types of activities. Objective: This paper aims to characterize how gamification has been adopted in non-educational…
Information and communication technologies brought-in tools and techniques in the field of education that introduced new concepts of teaching and learning. Learning management system is one of the key tools used in educational institutes to…
The main goal of this paper is to define a collaborative innovation process as well as a supporting tool. It is motivated through the increasing competition on global markets and the resultant propagation of decentralized projects with a…
This study explores the role of gamification in enhancing academic library services in India by surveying library leaders across various institutions. Using game-like elements in non-game contexts, gamification can boost user engagement and…
Providing customized products and services in the modern business world is one of the most efficient solutions to improve users' experience and their engagements with the industries. To aim, recommender systems, by producing personalized…
Gamification and Serious Games are progressively being used over a host of fields, particularly to support education. Such games provide a new way to engage students with content and can complement more traditional approaches to learning.…
Imitation learning from human demonstrations has become a dominant approach for training autonomous robot policies. However, collecting demonstration datasets is costly: it often requires access to robots and needs sustained effort in a…
This paper discusses the perspective of the H2020 TEACHING project on the next generation of autonomous applications running in a distributed and highly heterogeneous environment comprising both virtual and physical resources spanning the…
We present Breakout, a group interaction platform for online courses that enables the creation and measurement of face-to-face peer learning groups in online settings. Breakout is designed to help students easily engage in synchronous,…
To enhance student learning, we demonstrate an experimental study to analyze student learning outcomes in online and in-class sections of a core data communications course of the Undergraduate IT program in the Information Sciences and…
A protocol for distributed estimation of discrete distributions is proposed. Each agent begins with a single sample from the distribution, and the goal is to learn the empirical distribution of the samples. The protocol is based on a simple…
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…
Nowadays, huge amounts of data are generated every second, and a quantity of that data can be defined as sensitive. Blockchain technology has private, secure, transparent and decentralized exchange of data as native. It is adaptable and can…