Related papers: Children's expressed emotions during playful learn…
It is widely believed that one's peers influence product adoption behaviors. This relationship has been linked to the number of signals a decision-maker receives in a social network. But it is unclear if these same principles hold when the…
Asynchronous video learning, including massive open online courses (MOOCs), offers flexibility but often lacks students' affective engagement. This study examines how teachers' verbal and nonverbal vocal emotive expressions influence…
Emphasizing problem formulation in AI literacy activities with children is vital, yet we lack empirical studies on their structure and affordances. We propose that participatory design involving teachable machines facilitates problem…
The topic of comprehensibility of machine-learned theories has recently drawn increasing attention. Inductive Logic Programming (ILP) uses logic programming to derive logic theories from small data based on abduction and induction…
In the present study, we are trying to understand how peer unethical behavior stimulates the decoupling of emotions in adolescents. We have simulated an interactive game-based environment in order to stimulate participants to make decisions…
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…
This study explores how age and language shape the deliberate vocal expression of emotion, addressing underexplored user groups, Teenagers (N = 12) and Adults 55+ (N = 12), within speech emotion recognition (SER). While most SER systems are…
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…
This entry introduces educational games in secondary schools. Educational games include three main types of educational activities with a playful learning intention supported by digital technologies: educational serious games, educational…
Early substance use during adolescence increases the risk of later substance use disorders and mental health problems, yet the emotional and contextual factors driving these behaviors remain poorly understood. This study analyzed 23000…
Although personalization is widely advocated in gamified learning, empirical evidence on how learner characteristics and task context shape motivational preferences remains limited. This study examines how user characteristics and learning…
Educators often seek ways to introduce gaming in the classroom in order to break the usual teaching routine, expand the usual course curriculum with additional knowledge, but mostly as a means to motivate students and increase their…
Accessibility education has been rarely incorporated into the high school curricula. This is a missed opportunity to equip next-generation software designers and decision-makers with knowledge, awareness, and empathy regarding accessibility…
Climate change is becoming more visible, and human adaptation is required urgently to prevent greater damage. One particular domain of adaptation concerns daily mobility (work commute), with a significant portion of these trips being done…
Working memory requires the brain to maintain information from the recent past to guide ongoing behavior. Neurons can contribute to this capacity by slowly integrating their inputs over time, creating persistent activity that outlasts the…
The human intrinsic desire to pursue knowledge, also known as curiosity, is considered essential in the process of skill acquisition. With the aid of artificial curiosity, we could equip current techniques for control, such as Reinforcement…
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…
Learning policies via preference-based reward learning is an increasingly popular method for customizing agent behavior, but has been shown anecdotally to be prone to spurious correlations and reward hacking behaviors. While much prior work…
Western music is largely governed by tonality, a quasi syntactic system regulating musical continuity and closure. Converging measures have established the psychological reality of tonality as a cognitive schema raising distinct expectancy…
Background: Automated emotion classification could aid those who struggle to recognize emotions, including children with developmental behavioral conditions such as autism. However, most computer vision emotion recognition models are…