Related papers: A Systematic Literature Review of Game-based Asses…
Game-based assessments (GBAs) are increasingly adopted in recruitment contexts as tools to assess transversal skills through observable behavior. However, empirical evidence directly comparing game-based behavioral indicators with…
Robotics education fosters computational thinking, creativity, and problem-solving, but remains challenging due to technical complexity. Game-based learning (GBL) and gamification offer engagement benefits, yet their comparative impact…
Games have been the perfect test-beds for artificial intelligence research for the characteristics that widely exist in real-world scenarios. Learning and optimisation, decision making in dynamic and uncertain environments, game theory,…
Gamification has been used to motivate and engage participants in software engineering education and practice activities. There is a significant demand for empirical studies for the understanding of the impacts and efficacy of gamification.…
Serious games are simulation software designed to assist people in learning the practical concepts of various application fields such as Health, wellness, Education and Culture. People improve their individual knowledge, skills and attitude…
Context: Gamification is an emerging subject that has been applied in different areas, bringing contributions to different types of activities. Objective: This paper aims to characterize how gamification has been adopted in non-educational…
Adding game elements to higher education is an increasingly common practice. As a result, many recent empirical studies focus on studying the effectiveness of gamified or game-based educational experiences. The findings of these studies are…
Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design and analysis of…
Augmented Reality (AR) learning games, on average, have been shown to have a positive impact on student learning. However, the exploration of AR learning games in special education settings, where accessibility is a concern, has not been…
Games have always been popular testbeds for Artificial Intelligence (AI). In the last decade, we have seen the rise of the Multiple Online Battle Arena (MOBA) games, which are the most played games nowadays. In spite of this, there are few…
The swift evolution of Large-scale Models (LMs), either language-focused or multi-modal, has garnered extensive attention in both academy and industry. But despite the surge in interest in this rapidly evolving area, there are scarce…
In the empirical approach to game-theoretic analysis (EGTA), the model of the game comes not from declarative representation, but is derived by interrogation of a procedural description of the game environment. The motivation for developing…
Educational games have been widely used to teach children about cyber security. This systematic literature review reveals evidence of positive learning outcomes, after analysing 91 such games reported in 68 papers published between 2010 and…
Reflection is a critical aspect of the learning process. However, educational games tend to focus on supporting learning concepts rather than supporting reflection. While reflection occurs in educational games, the educational game design…
The game industry is moving into an era where old-style game engines are being replaced by re-engineered systems with embedded machine learning technologies for the operation, analysis and understanding of game play. In this paper, we…
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…
This study aims to review and get information on the different mobile game applications and the possibility of being a supplementary tool for learning to enhance and empower the e-Learning aspect of a Technical Education and Skills…
This paper introduces a scoping review of 55 articles to explore GPT's potential for games, offering researchers a comprehensive understanding of the current applications and identifying both emerging trends and unexplored areas. We…
We present a new general board game (GBG) playing and learning framework. GBG defines the common interfaces for board games, game states and their AI agents. It allows one to run competitions of different agents on different games. It…
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…