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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…
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…
School classrooms are equipped with more and more mobile devices. However, the latest studies show that their use by teachers is still very limited because of a lack of resources and applications adapted to use these artifacts in education.…
Digital innovation in education has revolutionized teaching and learning processes, demanding a rethink of pedagogical competence among educators. This study evaluates the preparation of instructors to use digital technologies into their…
Understanding player behavior is fundamental in game data science. Video games evolve as players interact with the game, so being able to foresee player experience would help to ensure a successful game development. In particular, game…
This paper describes results from a project in an undergraduate engineering physics course that coupled classroom use of interactive computer simulations with the collection of real-time formative assessment using pen-enabled mobile…
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…
Although generative artificial intelligence (AI) is not new, recent technological breakthroughs have transformed its capabilities across many domains. These changes necessitate new attention from educators and specialized training within…
This paper introduces our gamification of a part of our software design curriculum. Based on typical design principles a motivating learning game is developed to train students in software design. We use Bloom's taxonomy to determine…
There is a growing interest in researching game design processes, artifacts and culture through active game design. Tools and processes to support these attempts are limited, especially in terms of a) capturing smaller design decisions…
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…
The flipped classroom model has been widely acknowledged as a practical pedagogical approach to enhancing student engagement and learning. However, it faces challenges such as improving student interaction with learning content and peers,…
In this paper, we present HoloBoard, an interactive large-format pseudo-holographic display system for lecture-based classes. With its unique properties of immersive visual display and transparent screen, we designed and implemented a rich…
The potential of using video games as well as gaming engines for educational and research purposes is promising, especially with the current progress of Industry 4.0 technologies such as augmented and virtual reality devices. However, it is…
Naturally, university courses should be designed to attract students, engaging them to achieve learning goals. Toward this end, the use of Serious Games has been proposed in the literature. To address positive effects, such as content…
Educational chatbots are a promising tool for assisting student learning. However, the development of effective chatbots in education has been challenging, as high-quality data is seldom available in this domain. In this paper, we propose a…
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…
Data capture and use is vital for the continuous improvement of both student learning and behavior management. Previous studies on data use in the education sector have highlighted a number of problems associated with data quality and its…
Empathy games are a promising yet new research avenue that explores how to design empathic game experiences that would help children to understand and address the emotions of other people. Research in this field was primarily done in the…
Our work aims to study tools offered to students and tutors involved in face-to-face or blended project- based learning activities. Project-based learning is often applied in the case of complex learning (i.e. which aims at making learners…