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Generative AI tools are increasingly used for coursework help, shifting much of students' help-seeking and reasoning into student-AI chats that are largely invisible to instructors. This loss of visibility can weaken instructors' ability to…
This report presents a comprehensive account of the Colleague AI Classroom pilot, a collaborative design (co-design) study that brought generative AI technology directly into real classrooms. In this study, AI functioned as a third agent,…
This paper presents an innovative pedagogical framework employing tangible interactive games to enhance artificial intelligence (AI) knowledge and literacy among elementary education students. Recognizing the growing importance of AI…
Building on game design and education research, this paper introduces narrative-focused role-playing games as a way to promote visualization literacy in young children. Visualization literacy skills are vital in understanding the world…
We extend the theory of disciplinary integration of games for science education beyond the virtual world of games, and identify two key themes of a practice-based theoretical commitment to science learning: (1) materiality in the classroom…
Serious games have recently emerged as an avenue for curriculum delivery. Serious games incorporate motivation and entertainment while providing pointed curriculum for the user. This paper presents a serious game, called MiBoard, currently…
This paper presents the initial stages of a design study to develop a dashboard for visualizing gameplay data in the Commander format of Magic: The Gathering. We conducted a user-task analysis to identify requirements for such a dashboard,…
Teaching motor skills such as playing music, handwriting, and driving, can greatly benefit from recently developed technologies such as wearable gloves for haptic feedback or robotic sensorimotor exoskeletons for the mediation of effective…
This study examines the integration of digital tools in project-based learning within a Biomedical Engineering course to enhance collaboration, transparency, and assessment fairness. Building on prior pilot experiences, we implemented a…
Research has established increased engagement and positive behavioral, attitudinal, and learning outcomes from educational games. Although engagement begets these benefits, there is a lack of research on how students engage with educational…
Artificial Intelligence (AI) education is an increasingly popular topic area for K-12 teachers. However, little research has investigated how AI education can be designed to be more accessible to all learners. We organized co-design…
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…
This exploratory study investigates the intersection of Generative AI tools and experiential learning in business education. Through a case study of an innovative undergraduate course, we examine how students interact with and adapt to…
Virtual reality is expected to play a significant role in the transformation of education and psychological studies. The possibilities for its application as a visual research method can be enhanced as established frameworks and toolkits…
Pen computing tools such as Tablet PC, Tablet Monitors and its various supporting software tool offer another dimension to enhance our today's digitally integrated and connected classroom learning environment. This paper first reviews the…
Although the prevention of AI vulnerabilities is critical to preserve the safety and privacy of users and businesses, educational tools for robust AI are still underdeveloped worldwide. We present the design, implementation, and assessment…
Albeit existing evidence about the impact of AI-based adaptive learning platforms, their scaled adoption in schools is slow at best. In addition, AI tools adopted in schools may not always be the considered and studied products of the…
One of the main difficulties remains the collaboration between the various experts involved in designing the Learning Games (LG). Our literature review focuses on the pitfalls and principles that have been identified by various authors in…
While learning by teaching is a popular pedagogical technique, it is a learning phenomenon that is difficult to study due to variability in the tutor-tutee pairings and learning environments. In this paper, we introduce the Curiosity…
Serious games are gaining popularity as effective teaching and learning tools, providing engaging, interactive, and practical experiences for students. Gamified learning experiences, such as virtual escape rooms, have emerged as powerful…