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Related papers: A Review on Serious Games in E-learning

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Software game is a kind of application that is used not only for entertainment, but also for serious purposes that can be applicable to different domains such as education, business, and health care. Although the game development process…

Software Engineering · Computer Science 2017-11-27 Saiqa Aleem , Luiz Fernando Capretz , Faheem Ahmed

End-to-end learning refers to training a possibly complex learning system by applying gradient-based learning to the system as a whole. End-to-end learning system is specifically designed so that all modules are differentiable. In effect,…

Machine Learning · Computer Science 2017-04-28 Tobias Glasmachers

Technology has become an essential part of our everyday life, and its use in educational environments keeps growing. In addition, games are one of the most popular activities across cultures and ages, and there is ample evidence that…

Computers and Society · Computer Science 2022-12-05 Manuel J. Gomez , José A. Ruipérez-Valiente , Félix J. García Clemente

Awareness of cybersecurity topics, e.g., related to secure coding guidelines, enables software developers to write secure code. This awareness is vital in industrial environments for the products and services in critical infrastructures. In…

Software Engineering · Computer Science 2021-02-23 Tiago Espinha Gasiba , Ulrike Lechner , Maria Pinto-Albuquerque

With the ever-growing presence of deep artificial neural networks in every facet of modern life, a growing body of researchers in educational data science -- a field consisting of various interrelated research communities -- have turned…

Computers and Society · Computer Science 2024-05-01 Juan D. Pinto , Luc Paquette

As an interdisciplinary discipline, data mining (DM) is popular in education area especially when examining students' learning performances. It focuses on analyzing educational related data to develop models for improving learners' learning…

Other Statistics · Statistics 2017-10-26 Jiechao Cheng

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…

Human-Computer Interaction · Computer Science 2022-08-02 Maxim Mozgovoy , Marina Purgina

E-Learning uses electronic media, information & communication technologies to provide education to the masses. E-learning deliver hypertext, text, audio, images, animation and videos using desktop standalone computer, local area network…

Computers and Society · Computer Science 2015-03-18 Kisor Ray

Mobile learning (M-learning) is receiving more attention as a method of delivering to learners study materials anytime and anywhere. It is a necessity for educators to come up with a layout for learning that can be accessed through mobile…

Human-Computer Interaction · Computer Science 2012-03-12 Ibrahim Alkore Alshalabi , Khaled Elleithy

This paper is based on the study of existing literature, highlights the current state of the work proposed to implement technically enhanced learning. Technology developments and network infrastructure improvements, specifically the world…

Computers and Society · Computer Science 2014-02-12 J. M. Sneha , G. S. Nagaraja

Active learning comprises many varied techniques that engage students actively in the construction of their understanding. Because of this variation, different active learning techniques may be best suited to achieving different learning…

General Economics · Economics 2025-08-11 Sarah A. Jacobson , Luyao Zhang , Jiasheng Zhu

With the rapid development of artificial intelligence technology, large language models (LLMs) have become a hot research topic. Education plays an important role in human social development and progress. Traditional education faces…

Artificial Intelligence · Computer Science 2023-11-23 Wensheng Gan , Zhenlian Qi , Jiayang Wu , Jerry Chun-Wei Lin

Strong foundations in basic AI techniques are key to understanding more advanced concepts. We believe that introducing AI techniques, such as search methods, early in higher education helps create a deeper understanding of the concepts seen…

Artificial Intelligence · Computer Science 2024-04-26 Ken Hasselmann , Quentin Lurkin

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…

Artificial Intelligence · Computer Science 2019-08-16 Pavan Kantharaju , Katelyn Alderfer , Jichen Zhu , Bruce Char , Brian Smith , Santiago Ontañón

Can we make undergraduate engineering education easier and more fun? This research aims to see if we can answer the ambitious question! The digital game-based learning (DGBL) has been found to increase the efficacy of learning when applied…

Computers and Society · Computer Science 2021-06-29 Seungmo Kim

This paper examines the integration of STEAM (Science, Technology, Engineering, Arts, and Mathematics) into education, emphasizing the inclusion of the Arts to foster creativity alongside traditional STEM skills. STEAM encourages…

Physics Education · Physics 2024-08-29 Iván Sánchez Milara , Marta Cortés Orduña

Introductory courses on electric circuits at undergraduate level are usually presented in quite abstract terms, with questions and problems quite far from practical problems. This causes the students have difficulties to apply that theory…

Systems and Control · Electrical Eng. & Systems 2024-01-31 Sebastian Martin , Salvador Pineda , Juan Perez-Ruiz , Natalia Alguacil , Antonio Ruiz-Gonzalez

Serious games are gaining popularity as effective teaching and learning tools, providing engaging, interactive, and practical experiences for students. Gamified learning experiences, such as virtual escape rooms, have emerged as powerful…

Computers and Society · Computer Science 2026-01-19 Khondokar Fida Hasan , William Hughes , Adrita Rahman

More and more learning apps like Duolingo are using some form of gamification (e.g., badges, points, and leaderboards) to enhance user learning. However, they are not always successful. Gamification misuse is a phenomenon that occurs when…

Human-Computer Interaction · Computer Science 2022-03-31 Reza Hadi Mogavi , Bingcan Guo , Yuanhao Zhang , Ehsan-Ul Haq , Pan Hui , Xiaojuan Ma

The advancement of e-learning technologies has made it viable for developments in education and technology to be combined in order to fulfil educational needs worldwide. E-learning consists of informal learning approaches and emerging…

Computers and Society · Computer Science 2014-07-10 Ali Alowayr , Atta Badii
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