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Offline learning has become widely used due to its ability to derive effective policies from offline datasets gathered by expert demonstrators without interacting with the environment directly. Recent research has explored various ways to…
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…
The interplay between cognition and gaming, notably through educational games enhancing cognitive skills, has garnered significant attention in recent years. This research introduces the CogSimulator, a novel algorithm for simulating user…
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…
Games are one of the safest source of realizing self-esteem and relaxation at the same time. An online gaming platform typically has massive data coming in, e.g., in-game actions, player moves, clickstreams, transactions etc. It is rather…
Can out-of-the-box pretrained Large Language Models (LLMs) detect human affect successfully when observing a video? To address this question, for the first time, we evaluate comprehensively the capacity of popular LLMs for successfully…
Is it possible to predict the affect of a user just by observing her behavioral interaction through a video? How can we, for instance, predict a user's arousal in games by merely looking at the screen during play? In this paper we address…
This article proposes a formal rapprochement between cognitive load theory and embodied cognition by reconceptualizing psychological representations as dynamic multiscale attractors within a temporal-hierarchical prediction architecture.…
Predicting performance outcomes has the potential to transform training approaches, inform coaching strategies, and deepen our understanding of the factors that contribute to athletic success. Traditional non-automated data analysis in…
With the rise of online eTextbooks and Massive Open Online Courses (MOOCs), a huge amount of data has been collected related to students' learning. With the careful analysis of this data, educators can gain useful insights into the…
Online tools provide unique access to research students' study habits and problem-solving behavior. In MOOCs, this online data can be used to inform instructors and to provide automatic guidance to students. However, these techniques may…
In recent times a number of platforms are using badge-based achievements or leaderboards to increase user involvement and participation. Due to recent advancements, there is a question of up to what extent virtual achievement systems have…
We consider online learning problems under a partial observability model capturing situations where the information conveyed to the learner is between full information and bandit feedback. In the simplest variant, we assume that in addition…
The effectiveness of digital treatments can be measured by requiring patients to self-report their state through applications, however, it can be overwhelming and causes disengagement. We conduct a study to explore the impact of…
The timely identification of mental disorders in adolescents is a global public health challenge.Single factor is difficult to detect the abnormality due to its complex and subtle nature. Additionally, the generalized multimodal…
Learning requires the traversal of inherently distinct cognitive states to produce behavioral adaptation. Yet, tools to explicitly measure these states with non-invasive imaging -- and to assess their dynamics during learning -- remain…
This paper presents a psychologically-aware conversational agent designed to enhance both learning performance and emotional well-being in educational settings. The system combines Large Language Models (LLMs), a knowledge graph-enhanced…
Can we make undergraduate engineering education easier and more fun? This research aims to see if we can answer the ambitious question! The digital game-based learning (DGBL) has been found to increase the efficacy of learning when applied…
One of the important measures of quality of education is the performance of students in the academic settings. Nowadays, abundant data is stored in educational institutions about students which can help to discover insight on how students…
Knowledge tracing aims to track students' knowledge status over time to predict students' future performance accurately. Markov chain-based knowledge tracking (MCKT) models can track knowledge concept mastery probability over time. However,…