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The Global Games Jam (GGJ) attracts many people who are passionate about games development, coming from a range of educational backgrounds. Therefore, the event can be experienced by novices and student developers as an opportunity for…
Different errors that occur in video games are often referred to as glitches or bugs. The goal of this exploratory research is to understand how these glitches and bugs within video games affect a players experience. To do this, I reviewed…
Although the prevention of AI vulnerabilities is critical to preserve the safety and privacy of users and businesses, educational tools for robust AI are still underdeveloped worldwide. We present the design, implementation, and assessment…
This pioneering study explores students' perceptions of AI-giarism, an emergent form of academic dishonesty involving AI and plagiarism, within the higher education context. A survey, undertaken by 393 undergraduate and postgraduate…
As online educational technology products have become increasingly prevalent, rich evidence indicates that learners often find it challenging to establish regular learning habits and complete their programs. Concurrently, online products…
While ChatGPT may help students to learn to program, it can be misused to do plagiarism, a breach of academic integrity. Students can ask ChatGPT to complete a programming task, generating a solution from other people's work without proper…
Data visualizations are standard tools for assessing and communicating risks. However, it is not always clear which designs are optimal or how encoding choices might influence risk perception and decision-making. In this paper, we report…
Educational games are being increasingly used to support self-paced learning. However, educators and system designers often face challenges in monitoring student affect and cognitive load. Existing assessments in game-based learning…
Children learn though play. We introduce the analogous idea of learning programs through play. In this approach, a program induction system (the learner) is given a set of tasks and initial background knowledge. Before solving the tasks,…
Digitalisation in education and its influence on teaching methods is the focus of this study, which examines the use of ChatGPT in a role-playing game used in the Cloud Computing Engineering Master's programme at the University of Applied…
Developers have to write thorough tests for their software in order to find bugs and to prevent regressions. Writing tests, however, is not every developer's favourite occupation, and if a lack of motivation leads to a lack of tests, then…
Forgetting refers to the loss or deterioration of previously acquired knowledge. While existing surveys on forgetting have primarily focused on continual learning, forgetting is a prevalent phenomenon observed in various other research…
This study examined generative AI usage among Philippine college students particularly on frequency, devices, reasons, knowledge, trust, perceptions, and challenges. Most students used free AI tools on smartphones due to financial…
While traditionally a labour intensive task, the testing of game content is progressively becoming more automated. Among the many directions in which this automation is taking shape, automatic play-testing is one of the most promising…
Aging or sedentary behavior can decrease motor capabilities causing a loss of autonomy. Prevention or readaptation programs that involve practice of physical activities can be precious tools to fight against this phenomenon. ?Serious? video…
In DevOps Course, the Installation and configuration of the various software tools are useful in the context of application development. To teach DevOps Tools precisely to achieve the learning outcome is a skilled task for a trainer. From…
Games are usually created incrementally, requiring repeated testing of the same scenarios, which is a tedious and error-prone task for game developers. Therefore, we aim to alleviate this game testing process by encapsulating it into a game…
The aim of this study is clustering students according to their gamification user types and learning styles with the purpose of providing instructors with a new perspective of grouping students in case of clustering which cannot be done by…
Nudging participants with text-based reflective nudges enhances deliberation quality on online deliberation platforms. The effectiveness of multimodal reflective nudges, however, remains largely unexplored. Given the multi-sensory nature of…
Learning disorders are neurological conditions that affect the brain's ability to interconnect communication areas. Dyslexic students experience problems with reading, memorizing, and exposing concepts; however the magnitude of these can be…