Related papers: A Pilot Study on Teacher-Facing Real-Time Classroo…
Management education scholarship has long outlined the need to enhance student engagement and participation in business schools, using more innovative teaching practices. This is increasingly motivating scholars to strive for more…
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…
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 objectives of this ongoing research are to build Real-Time AI-Powered Educational Dashboard (RAED) as a decision support tool for instructors, and to measure its impact on them while making decisions. Current developments in AI can be…
Contribution: This article analyzes the learning and motivational impact of teacher-authored educational video games on computer science education and compares its effectiveness in both face-to-face and online (remote) formats. This work…
Children tend to be constantly exposed to technologies, such as smartphones, tablets, and gaming consoles, drawn by the interactive and visually stimulating nature of digital platforms. Thus, integrating the teaching process with…
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…
Technology integration in educational settings has led to the development of novel sensor-based tools that enable students to measure and interact with their environment. Although reports from using such tools can be positive, evaluations…
Educational games can foster critical thinking, problem-solving, and motivation, yet instructors often find it difficult to design games that reliably achieve specific learning outcomes. Existing authoring environments reduce the need for…
This chapter examines how data analytics can be leveraged to enhance immersive teacher simulations, situating this inquiry within the broader learning sciences discourse on embodied cognition, data-informed feedback, and teacher…
In games, as in and many other domains, design validation and testing is a huge challenge as systems are growing in size and manual testing is becoming infeasible. This paper proposes a new approach to automated game validation and testing.…
Educational videos are widely used across various instructional models in higher education to support flexible and self-paced learning. However, student engagement with these videos varies significantly depending on how they are designed.…
In human-AI interaction, respecting user agency is essential for fostering trust and sustaining effective use of technology. In educational settings, dynamically integrating individual and collaborative learning offers pedagogical value by…
Increasing user engagement is constant challenge for Intelligent Tutoring Systems researchers. A current trend in the ITS field is to increase engagement of proven learning systems by integrating them within games, or adding in game like…
Instructors play a pivotal role in integrating AI into education, yet their adoption of AI-powered tools remains inconsistent. Despite this, limited research explores how to design AI tools that support broader instructor adoption. This…
Play is a central aspect of childhood development, with games as a vital tool to promote it. However, neurodivergent children, especially those in neurodiverse environments, are underserved by HCI games research. Most existing work takes on…
This paper presents a two-year research project focused on developing AI-driven measures to analyze classroom dynamics, with particular emphasis on teacher actions captured through multimodal sensor data. We applied real-time data from…
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…
In higher education, gamification offers the prospect of providing a pivotal shift from traditional asynchronous forms of engagement, to developing methods to foster greater levels of synchronous interactivity and partnership between and…
In the classroom environment, search tools are the means for students to access Web resources. The perspectives of students, researchers, and industry practitioners lead the ongoing research debate in this area. In this article, we argue in…