Related papers: When Gamification Spoils Your Learning: A Qualitat…
Literacy, or the ability to read and write, is a crucial indicator of success in life and greater society. It is estimated that 85% of people in juvenile delinquent systems cannot adequately read or write, that more than half of those with…
The digital age is changing the role of educators and pushing for a paradigm shift in the education system as a whole. Growing demand for general and specialized education inside and outside classrooms is at the heart of this rising trend.…
Technology enables a more sustainable and universally accessible educational model. However, technology has brought a paradox into students' lives: it helps them engage in learning activities, but it is also a source of distraction. During…
One of the main difficulties remains the collaboration between the various experts involved in designing the Learning Games (LG). Our literature review focuses on the pitfalls and principles that have been identified by various authors in…
Multi-Factor Authentication (MFA) enhances login security by requiring multiple authentication factors. Its adoption has increased in response to more frequent and sophisticated attacks. Duo is widely used by organizations including Fortune…
This paper introduces our gamification of a part of our software design curriculum. Based on typical design principles a motivating learning game is developed to train students in software design. We use Bloom's taxonomy to determine…
Adaptive learning aims to provide customized educational activities (e.g., exercises) to address individual learning needs. However, manual construction and delivery of such activities is a laborious process. Thus, in this paper, we study a…
Social software solutions in enterprises such as IBM Connections are said to have the potential to support communication and collaboration among employees. However, companies are faced to manage the adoption of such collaborative tools and…
Mobile Learning Games (MLGs) show great potential for increasing engagement, creativity and authentic learning. Yet, despite their great potential for education, the use of MLGs by teachers, remains limited. This is partly due to the fact…
The introduction of serious games as pedagogical supports in the field of education is a process gaining in popularity amongst the teaching community. This article creates a link between the integration of new pedagogical solutions in…
The rapid spread of digital technologies has produced data-driven feedback loops, wearable devices, social media networks, and mobile applications that shape user behavior, motivation, and mental well-being. While these systems encourage…
The implementation of smart building technology in the form of smart infrastructure applications has great potential to improve sustainability and energy efficiency by leveraging humans-in-the-loop strategy. However, human preference in…
Health wearables in combination with gamification enable interventions that have the potential to increase physical activity -- a key determinant of health. However, the extant literature does not provide conclusive evidence on the benefits…
Cross-task generalization is a significant outcome that defines mastery in natural language understanding. Humans show a remarkable aptitude for this, and can solve many different types of tasks, given definitions in the form of textual…
At the beginning of 2022, a simplistic word-guessing game took the world by storm and was further adapted to many languages beyond the original English version. In this paper, we examine the strategies of daily word-guessing game players…
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…
We investigate systematically the impact of human intervention in the training of computer players in a strategy board game. In that game, computer players utilise reinforcement learning with neural networks for evolving their playing…
Merging the content of learning with the motivation of games can be a successful combination, if done properly and supported by the appropriate tool. Towards this goal, we developed Diagramatic an environment used to gamify the in-classroom…
This paper addresses the critical issue of deceptive design elements prevalent in technology, and their potential impact on children. Recent research highlights the impact of dark patterns on adults and adolescents, while studies involving…
This paper introduces time-based addiction, which refers to excessive engagement in an activity that results in negative outcomes due to the misallocation of time. This type of addiction is often seen in media-related activities such as…