Related papers: JADE: a board game to teach software ergonomics
Exploratory testing, known for its flexibility and ability to uncover unexpected issues, often faces challenges in maintaining systematic coverage and producing reproducible results. To address these challenges, we investigate whether…
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…
Software applications often pose barriers for users with accessibility needs, e.g., visual impairments. Model-driven engineering (MDE), with its systematic nature of code derivation, offers systematic methods to integrate accessibility…
Team collaboration plays a key role in the success of any multi-user activity. Software engineering is a highly collaborative activity, where multiple developers and designers work together to solve a common problem. Meaningful and…
MiBoard (Multiplayer Interactive Board Game) is an online, turn-based board game, which is a supplement of the iSTART (Interactive Strategy Training for Active Reading and Thinking) application. MiBoard is developed to test the hypothesis…
Aging or sedentary behavior can decrease motor capabilities causing a loss of autonomy. Prevention or readaptation programs that involve practice of physical activities can be precious tools to fight against this phenomenon. ?Serious? video…
Tabletop exercises are used to train personnel in the efficient mitigation and resolution of incidents. They are applied in practice to support the preparedness of organizations and to highlight inefficient processes. Since tabletop…
We propose Unified Distributed Environment (UDE), an environment virtualization toolkit for reinforcement learning research. UDE is designed to integrate environments built on any simulation platform such as Gazebo, Unity, Unreal, and…
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…
Gamification is the use of game elements such as points, leaderboards, and badges in a non-game context to encourage a desired behavior from individuals interacting with an environment. Recently, gamification has found its way into software…
This article proposes and discusses qualitatively the use of a didactic board game in Science Education for high school students. The game contemplates in an interdisciplinary way the areas of Physics, Biology, Chemistry and Astronomy and…
In software development, business rules implemented by hand using programming code hinder agility of companies. Are our students in information systems aware of that? Do our lessons promote this realization ? We use model driven concepts…
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…
Educational games are being increasingly used to support self-paced learning. However, educators and system designers often face challenges in monitoring student affect and cognitive load. Existing assessments in game-based learning…
Digital inequality remains a significant barrier for many older adults, limiting their ability to navigate online spaces securely and confidently while increasing their susceptibility to cyber threats. In response, we propose a novel…
Modeling a sequence of interactions between users and items (e.g., products, posts, or courses) is crucial in domains such as e-commerce, social networking, and education to predict future interactions. Representation learning presents an…
Open-source EDA shows promising potential in unleashing EDA innovation and lowering the cost of chip design. This paper presents an open-source EDA project, iEDA, aiming for building a basic infrastructure for EDA technology evolution and…
E-learning is a widely used learning method, but with the development of society, traditional E-learning method has exposed some shortcomings, such as the boring way of teaching, so that it is difficult to increase the enthusiasm of…
Kinematics is a core topic in early physics courses, yet students often struggle to interpret motion and its graphical representations. To tackle these difficulties, we developed MissionMotion, a physical-computational videogame where…
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…