Related papers: A Review on Serious Games in E-learning
This work introduces a unified framework for analyzing games in greater depth. In the existing literature, players' strategies are typically assigned scalar values, and equilibrium concepts are used to identify compatible choices. However,…
Machine learning has seen a vast increase of interest in recent years, along with an abundance of learning resources. While conventional lectures provide students with important information and knowledge, we also believe that additional…
While general game playing is an active field of research, the learning of game design has tended to be either a secondary goal of such research or it has been solely the domain of humans. We propose a field of research, Automated Game…
Many real-world systems problems require reasoning about the long term consequences of actions taken to configure and manage the system. These problems with delayed and often sequentially aggregated reward, are often inherently…
Surveys in mobile learning developed so far have analysed in a global way the effects on the usage of mobile devices by means of general apps or apps already developed. However, more and more teachers are developing their own apps to…
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…
Due to their interactive nature, serious games offer valuable opportunities for supporting learning in educational contexts. Recent advances in large language models (LLMs) have further opened the door to new forms of personalized…
This chapter reports an empirical teaching experience integrating newsgame creation-serious games addressing current events and contributing to public debate-into an introductory game design course for engineering students. From 2010 to…
This workshop introduces participants to SUCRE, a serious game designed to enhance curriculum resilience in higher education by simulating crisis scenarios. While applicable to various disciplines, this session focuses on engineering…
The ability for an educational game designer to understand their audience's play styles and resulting experience is an essential tool for improving their game's design. As a game is subjected to large-scale player testing, the designers…
The recent growth of sophisticated digital gaming technologies has spawned an \$8.1B industry around using these games for pedagogical purposes. Though Digital Game-Based Learning Systems have been adopted by industries ranging from…
The computational cost of video game graphics is increasing and hardware for processing graphics is struggling to keep up. This means that computer scientists need to develop creative new ways to improve the performance of graphical…
We revisit the concept of "adversary" in online learning, motivated by solving robust optimization and adversarial training using online learning methods. While one of the classical setups in online learning deals with the "adversarial"…
Gamification is widely used in digital learning. However, most systems neglect age-related differences. This paper investigates how gamification can be designed in an age-aware way to address learners' diverse motivational and cognitive…
Deep learning has gained tremendous success and great popularity in the past few years. However, deep learning systems are suffering several inherent weaknesses, which can threaten the security of learning models. Deep learning's wide use…
As digital games continue to be explored as solutions to educational and behavioural challenges, the need for evaluation methodologies which support both the unique nature of the format and the need for comparison with other approaches…
Distance learning is not a novel concept. Education or learning conducted online is a form of distance education. Online learning presents a convenient alternative to traditional learning. Numerous researchers have investigated the usage of…
Adversary thinking is an essential skill for cybersecurity experts, enabling them to understand cyber attacks and set up effective defenses. While this skill is commonly exercised by Capture the Flag games and hands-on activities, we…
Generative Artificial Intelligence (GAI) can be seen as a double-edged weapon in education. Indeed, it may provide personalized, interactive and empowering pedagogical sequences that could favor students' intrinsic motivation, active…
This paper reviews an experiment in human-computer interaction, where interaction takes place when humans attempt to teach a computer to play a strategy board game. We show that while individually learned models can be shown to improve the…