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The purpose of this study is to propose a model that predicts the social and psychological factors that affect the individuals collaborative learning outcome in group projects. The model is established on the basis of two theories, namely,…
The expansion of large-scale online education platforms has made vast amounts of student interaction data available for knowledge tracing (KT). KT models estimate students' concept mastery from interaction data, but their performance is…
When executed well, project-based learning (PBL) engages students' intrinsic motivation, encourages students to learn far beyond a course's limited curriculum, and prepares students to think critically and maturely about the skills and…
Cognitive training for sustained attention and working memory is vital across domains relying on robust mental capacity such as education or rehabilitation. Adaptive systems are essential, dynamically matching difficulty to user ability to…
Cognitive load theory (CLT) provides us guiding principles in the design of learning materials. CLT differentiates three different kinds of cognitive load -- intrinsic, extraneous and germane load. Intrinsic load is related to the learning…
In this article, we present our findings from ten years of research on intelligent educational games. We discuss the architecture of our training environments for learning spelling and mathematics, and specifically focus on the…
Simulations are a pedagogical means of enabling a risk-free way for healthcare practitioners to learn, maintain, or enhance their knowledge and skills. Such simulations should provide an optimum amount of cognitive load to the learner and…
Cognitive load is key to ensuring an optimal learning experience. However, measuring the cognitive load of educational tasks typically relies on self-report measures which has been criticized by researchers for being subjective. In this…
Educational games are an increasingly popular teaching tool in modern classrooms. However, the development of complementary tools for teachers facilitating classroom gameplay is lacking. We present the results of a participatory design…
This paper introduces a paradigm shift by viewing the task of affect modeling as a reinforcement learning (RL) process. According to the proposed paradigm, RL agents learn a policy (i.e. affective interaction) by attempting to maximize a…
The past decade has seen a growth in the development and deployment of educational technologies for assisting college-going students in choosing majors, selecting courses and acquiring feedback based on past academic performance. Grade…
This study investigates learners' preferences for game design elements (GDEs) in educational contexts to inform the development of purpose-driven gamification strategies. It emphasizes a learner-centered approach that aligns gamification…
Learning analytics has begun to use physiological signals because these have been linked with learners' cognitive and affective states. These signals, when interpreted through machine learning techniques, offer a nuanced understanding of…
Eye-tracking offers rich insights into student cognition and engagement, but remains underutilized in classroom-facing educational technology due to challenges in data interpretation and accessibility. In this paper, we present the…
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…
The increasing popularity of e-learning has created demand for improving online education through techniques such as predictive analytics and content recommendations. In this paper, we study learner outcome predictions, i.e., predictions of…
Predicting student performance is a fundamental task in Intelligent Tutoring Systems (ITSs), by which we can learn about students' knowledge level and provide personalized teaching strategies for them. Researchers have made plenty of…
This study investigates game-based learning in the context of the educational game "Jo Wilder and the Capitol Case," focusing on predicting student performance using various machine learning models, including K-Nearest Neighbors (KNN),…
Interactive simulations allow students to discover the underlying principles of a scientific phenomenon through their own exploration. Unfortunately, students often struggle to learn effectively in these environments. Classifying students'…
As Artificial Intelligence (AI) tools become increasingly embedded in higher education, understanding how students interact with these systems is essential to supporting effective learning. This study examines how students' AI literacy and…