Related papers: A Review on Serious Games in E-learning
In order to facilitate analyzing video games as learning systems and instructional designs as games, we present a theoretical framework that integrates ideas from a broad range of literature. The framework describes games in terms of four…
Cyberbullying among minors is a pressing concern in our digital society, necessitating effective prevention and intervention strategies. Traditional data collection methods often intrude on privacy and yield limited insights. This study…
Emergency evacuation plans and evacuation drills are mandatory in public buildings in many countries. Their importance is considerable when it comes to guarantee safety and protection during a crisis. However, sometimes discrepancies arise…
Given recent advances in information technology and artificial intelligence, web-based education systems have became complementary and, in some cases, viable alternatives to traditional classroom teaching. The popularity of these systems…
Over the past decades, numerous practical applications of machine learning techniques have shown the potential of data-driven approaches in a large number of computing fields. Machine learning is increasingly included in computing curricula…
Availing services provided via the Internet became a widely accepted means in organising one's life. Beside others, eLearning goes with this trend as well. But, while employing Internet service makes life more convenient, at the same time,…
In a social system, the self-interest of agents can be detrimental to the collective good, sometimes leading to social dilemmas. To resolve such a conflict, a central designer may intervene by either redesigning the system or incentivizing…
Advances in technology, a growing pool of sensitive data, and heightened global tensions has increased the demand for skilled cybersecurity professionals. Despite the recent increase in attention given to cybersecurity education,…
An essential element of K-12 AI literacy is educating learners about the ethical and societal implications of AI systems. Previous work in AI ethics literacy have developed curriculum and classroom activities that engage learners in…
Contribution: This article analyzes the learning effectiveness of a virtual educational escape room for teaching software engineering and compares this activity with traditional teaching through a randomized controlled trial. Background:…
Evolutionary machine learning (EML) has been applied to games in multiple ways, and for multiple different purposes. Importantly, AI research in games is not only about playing games; it is also about generating game content, modeling…
Existing approaches to active learning maximize the system performance by sampling unlabeled instances for annotation that yield the most efficient training. However, when active learning is integrated with an end-user application, this can…
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…
Humans tend to learn complex abstract concepts faster if examples are presented in a structured manner. For instance, when learning how to play a board game, usually one of the first concepts learned is how the game ends, i.e. the actions…
Educational games can foster critical thinking, problem-solving, and motivation, yet instructors often find it difficult to design games that reliably achieve specific learning outcomes. Existing authoring environments reduce the need for…
Games are a popular form of entertainment. However, many computer games present unnecessary barriers to players with sensory, motor and cognitive impairments. In order to overcome such pitfalls, an awareness of their impact and a…
Accessibility education has been rarely incorporated into the high school curricula. This is a missed opportunity to equip next-generation software designers and decision-makers with knowledge, awareness, and empathy regarding accessibility…
Studies on software tutoring systems for complex learning have shown that confusion has a beneficial relationship with the learning experience and student engagement (Arguel et al., 2017). Causing confusion can prevent boredom while signs…
The purpose of this work is to explore a teaching methodology aimed at communicating topics and subjects not typically studied and analyzed in the (Italian) secondary school. We focused specifically on the use of videogames as a…
The article presents the possibilities of using game simulator Sotware Inc in the training of future software engineer in higher education. Attention is drawn to some specific settings that need to be taken into account when training in the…