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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…
Games can be a powerful tool for learning about statistical methodology. Effective game design involves a fine balance between caricature and realism, to simultaneously illustrate salient concepts in a controlled setting and serve as a…
This article identifies a gap between the existence of a various psychometric tests approaches and other team performance assessment tools (e.g. business and management games). As a response to the lack of tools able to utilize the…
There are many benefits in providing formal specifications for our software. However, teaching students to do this is not always easy as courses on formal methods are often experienced as dry by students. This paper presents a game called…
Advances in machine learning have led to broad deployment of systems with impressive performance on important problems. Nonetheless, these systems can be induced to make errors on data that are surprisingly similar to examples the learned…
The aim of the current work is to assess the challenges that gamification in education are facing nowadays. Benefits and disadvantages of using gamification in classroom are both discussed to offer a clearer view on the impact of using…
Game-based technologies and mobile learning aids open up many opportunities for learners; however, evidence-based decisions on their appropriate use are necessary. This explorative study (N = 100) examines the role of game elements in…
As the significance of Software Engineering (SE) professionals continues to grow in the industry, the adoption of gamification techniques for training purposes has gained traction due to its potential to enhance class appeal through…
The video game industry plays an essential role in the entertainment sphere of our society. However, from Monopoly to Flight Simulators, serious games have also been appealing tools for learning a new language, conveying values, or training…
Behavior trees (BTs) emerged from video game development as a graphical language for modeling intelligent agent behavior. BTs have several properties which are attractive for modeling medical procedures including human-readability,…
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…
Building robots is an engaging activity that provides opportunities for hands-on learning. However, traditional robot-building kits are usually costly with limited functionality due to material and technology constraints. To improve the…
Potential games form a class of non-cooperative games where unilateral improvement dynamics are guaranteed to converge in many practical cases. The potential game approach has been applied to a wide range of wireless network problems,…
Papert's constructionism makes it clear that learning is particularly effective when learners create tangible artifacts and share and discuss them in social contexts. Technological progress in recent decades has created numerous…
Context: While most research shows positive effects of gamification, the focus on its adverse effects is considerably smaller and further understanding is needed. Objective: To provide a comprehensive overview on research reporting negative…
The rapid development of technology has introduced new formats of human-computer interaction, which have in turn produced many new forms of media and a whole new field of interactive multimedia. One of the major mediums that has grown in…
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…
Moderate to vigorous intensity physical activity has an established preventative role in obesity, cardiovascular disease, and diabetes. However recent evidence suggests that sitting time affects health negatively independent of whether…
In this paper, we present a novel approach using the Auto GPT system alongside Design Sprint methodology to facilitate board game creation for inexperienced users. We introduce the implementation of Auto GPT for generating diverse board…
Gamification is an effective strategy for motivating and engaging users, which is grounded in business, marketing, and management by designing games in nongame contexts. Gamifying education, which consists of the design and study of…