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Driven by recent successes in two-player, zero-sum game solving and playing, artificial intelligence work on games has increasingly focused on algorithms that produce equilibrium-based strategies. However, this approach has been less…
Communication games are collaborative information processing tasks involving a number of players with limited communication. Such games are useful tools for studying physical theories. A physical theory exhibits preparation contextuality…
Active learning comprises many varied techniques that engage students actively in the construction of their understanding. Because of this variation, different active learning techniques may be best suited to achieving different learning…
Many prominent lines of research on student's reasoning and conceptual change within learning sciences and physics education research have not attended to the role of learners' affect or emotions in the dynamics of their conceptual…
Academic dishonesty has long been a concern in computing education, and the rapid growth of online learning and generative artificial intelligence (AI) has further complicated how cheating is perceived and addressed. We report on a study…
In many social dilemmas, individuals tend to generate a situation with low payoffs instead of a system optimum ("tragedy of the commons"). Is the routing of traffic a similar problem? In order to address this question, we present…
Contribution: This article analyzes the learning and motivational impact of teacher-authored educational video games on computer science education and compares its effectiveness in both face-to-face and online (remote) formats. This work…
This paper presents results from the design and testing of an educational version of Quantum Moves, a Scientific Discovery Game that allows players to help solve authentic scientific challenges in the effort to develop a quantum computer.…
Technology can facilitate self-learning for academic and leisure activities such as music learning. In general, learning to play an unknown musical song at sight on the electric piano or any other instrument can be quite a chore. In a…
In this paper, we investigate the effect of context on usability evaluation. The focus is on how children behave and perform when they are tested in different settings. Two most commonly applied usability evaluation methods: the think-aloud…
Computing courses often feature active learning techniques that promote collaboration and social interaction between students. However, neurodivergent students' preferences and experiences with these techniques are not well understood. We…
The growing development of robots with artificial emotional expressiveness raises important questions about their persuasive potential in children's behavior. While research highlights the pragmatic value of emotional expressiveness in…
Infants learn actively in their environments, shaping their own learning curricula. They learn about their environments' affordances, that is, how local circumstances determine how their behavior can affect the environment. Here we model…
Physics education researchers have argued that authentic physics education includes computation as part of a physics student's training, and many parties have made efforts towards this goal. However, most research on this teaching modality…
User performance is crucial in interactive systems, capturing how effectively users engage with task execution. Prospectively predicting performance enables the timely identification of users struggling with task demands. While ocular and…
The increasing integration of AI tools in education has led prior research to explore their impact on learning processes. Nevertheless, most existing studies focus on higher education and conventional instructional contexts, leaving open…
Autism spectrum disorder (ASD) is a developmental disorder that influences the communication and social behavior of a person in a way that those in the spectrum have difficulty in perceiving other people's facial expressions, as well as…
This paper proposes a process for a classification model for the facial expressions. The proposed process would aid in specific categorisation of children's emotions from 2 emotions namely 'Happy' and 'Sad'. Since the existing emotion…
Equilibrium notions for games with unawareness in the literature cannot be interpreted as steady-states of a learning process because players may discover novel actions during play. In this sense, many games with unawareness are…
With advancements in multimodal communication technologies, remote learning environments such as, distance universities are increasing. Remote learning typically happens asynchronously. As a consequence, unlike face-to-face in-person…