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The article deals with the problem of intellectual development of students in learning of physics by means of computer simulation. The main objectives of teaching computer simulation in learning of physics is the general outlook…
Programming is a craft which often demands that learners engage in a significantly high level of individual practice and experimentation in order to acquire basic competencies. However, practice behaviours can be undermined during the early…
The emergence of large language models has enabled vibe coding, a natural language approach to programming in which users describe intent and AI generates or revises code, potentially broadening access to programming while preserving…
Programming digital devices and developing software is an important professional qualification, which contributes to employment opportunities. Despite this fact, there is a remarkable shortage in suitable human resources. In this context,…
With the rising number of cyberattacks, such as ransomware attacks and cyber espionage, educating non-cybersecurity professionals to recognize threats has become more important than ever before. However, traditional training methods, such…
Gamification design has benefited from data-driven approaches to creating strategies based on students characteristics. However, these strategies need further validation to verify their effectiveness in e-learning environments. The…
One the major challenges in undergraduate computing programs is the learning of object-oriented programming (OOP). This paradigm has a variety of concepts with an abstraction level usually high for most beginners, even the ones who already…
Popularity of the use of free software in the IT industry is much higher than its popular use in educational activities. Disadvantages of free software and problems of its implementation in the educational process is a limiting factor for…
Machine learning has seen a vast increase of interest in recent years, along with an abundance of learning resources. While conventional lectures provide students with important information and knowledge, we also believe that additional…
This paper describes the development needed to support the functional and teaching requirements of iRead, a 4-year EU-funded project which produced an award-winning serious game utilising lexical and syntactical game content. The main…
Contribution: A flipped classroom approach to teaching empirical software engineering increases student learning by providing more time for active learning in class. Background: There is a need for longitudinal studies of the flipped…
This paper presents results from the design and testing of an educational version of Quantum Moves, a Scientific Discovery Game that allows players to help solve authentic scientific challenges in the effort to develop a quantum computer.…
Our paper is research in progress that is research investigating the use of games technology to enhance the learning of a physical skill. The Microsoft Kinect is a system designed for gaming with the capability to track the movement of…
Developments in information and communication technologies have been greatly influential on the practices in all fields, and education is not an exception to this. To illustrate with, computers were first used in computer assisted education…
Deep Q-Learning has been successfully applied to a wide variety of tasks in the past several years. However, the architecture of the vanilla Deep Q-Network is not suited to deal with partially observable environments such as 3D video games.…
It has been challenging to find ways to educate people to have better environmental consciousness. In some cases, people do not know what the right behaviors are to protect the environment. Game engine has been used in the AEC industry for…
Metacognition has been recognized as an essential skill for academic success and for performance in solving problems. During learning or problem-solving, metacognitive skills facilitate a range of cognitive and affective processes, leading…
Mentoring software is a pivotal innovation in addressing critical challenges in teacher development within educational institutions. This study explores the transformative potential of digital mentoring platforms, evaluating their impact on…
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…
Computer animation in the past decade has become one of the most noticeable features of technology-based learning environments. With today's high educational demands as well as the lack of time provided for certain courses, classical…