Related papers: When Gamification Spoils Your Learning: A Qualitat…
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…
Recent studies from all over the world show that more boys than girls play video games. The numbers are different for mobile gaming apps, where 65% of women are identified as gamers. Adapting game design activities for academic purposes is…
This study delves into the key issues of representation and accessibility in game development. Despite their societal significance, video games face ongoing criticism for lacking diversity in both the workforce and content, excluding…
Reasoning is not just about solving problems -- it is also about evaluating which problems are worth solving at all. Evaluations of artificial intelligence (AI) systems primarily focused on problem solving, historically by studying how…
Imitation learning for acquiring generalizable policies often requires a large volume of demonstration data, making the process significantly costly. One promising strategy to address this challenge is to leverage the cognitive and…
In second-language acquisition, predictive modeling aids educators in implementing diverse teaching strategies, attracting significant research attention. However, while model accuracy is widely explored, model fairness remains…
Rapid innovations in AI and large language models (LLMs) have accelerated the adoption of digital learning, particularly beyond formal education. What began as an emergency response during COVID-19 has shifted from a supplementary resource…
The increased use of digital devices and applications has led to a rise in phishing attacks. We develop a serious game to raise awareness about phishing attacks and help people avoid these threats in a risk-free learning environment. This…
Gamification has been applied in software engineering to improve quality and results by increasing people's motivation and engagement. A systematic mapping has identified research gaps in the field, one of them being the difficulty of…
Recent years have witnessed an explosive growth of mobile devices. Mobile devices are permeating every aspect of our daily lives. With the increasing usage of mobile devices and intelligent applications, there is a soaring demand for mobile…
Gamification has the potential to make significant contributions to financial product delivery, Fintech services, and inclusive growth. The integration of gamification into FinTech applications has shown a positive correlation with the…
This study explores the phenomenon of "AI guilt" among secondary school students, a form of moral discomfort arising from the use of AI tools in academic tasks traditionally performed by humans. Through qualitative methodologies, the…
Engagement in educational games, a recently popular academic topic, has been shown to increase learning performance, as well as a number of attitudinal factors, such as intrinsic interest and motivation. However, there is a lack of research…
Learning another language can be a highly emotional process, typically characterized by numerous frustrations and triumphs, big and small. For most learners, language learning does not follow a linear, predictable path, its zigzag course…
As technology advances, conceptualizations of effective strategies for teaching and learning shift. Due in part to their facilitation of unique affordances for learning, mobile devices, augmented reality, and games are all becoming more…
The goal of video games is to challenge and entertain the players. Successful video games deliver experience that impact players on a level of arousal. Therefore undertaking a user experience (UX) study is crucial to ensure that a game…
We argue for the use of active learning methods for player modelling. In active learning, the learning algorithm chooses where to sample the search space so as to optimise learning progress. We hypothesise that player modelling based on…
We provide ongoing results from the development of a personalized learning system integrated into a serious game. Given limited instructor resources, the use of computerized systems to help tutor students offers a way to provide higher…
Large class sizes challenge personalized learning in schools, prompting the use of educational technologies such as intelligent tutoring systems. To address this, we present an AI-driven personalization system, called ZPDES, based on the…
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…