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