Related papers: Children's expressed emotions during playful learn…
Adolescence is marked by rapid development of executive function. Mounting evidence suggests that executive function in adults may be driven by dynamic control of neurophysiological processes. Yet, how these dynamics evolve over adolescence…
More and more learning apps like Duolingo are using some form of gamification (e.g., badges, points, and leaderboards) to enhance user learning. However, they are not always successful. Gamification misuse is a phenomenon that occurs when…
In Early Head Start (EHS), teacher-child interactions are widely believed to shape infant-toddler outcomes, yet large-scale studies often find only modest or null associations. This study addresses four methodological sources of attenuation…
Understanding player behavior is fundamental in game data science. Video games evolve as players interact with the game, so being able to foresee player experience would help to ensure a successful game development. In particular, game…
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…
In recent years, agents have become capable of communicating seamlessly via natural language and navigating in environments that involve cooperation and competition, a fact that can introduce social dilemmas. Due to the interleaving of…
Dysgraphia is a key cognitive disorder impacting writing skills. Current tests often identify dysgraphia after writing issues emerge. This paper presents a set of computer games and uses machine learning to analyze the results, predicting…
The rapid growth of immersive technologies in educational areas has increased research interest in analyzing the specific behavioral patterns of learners in immersive learning environments. Considering the fact that research on the…
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'…
Interactive systems such as chatbots and games are increasingly used to persuade and educate on sustainability-related topics, yet it remains unclear how different delivery formats shape learning and persuasive outcomes when content is held…
Privacy policies govern how personal data is collected, used, and shared. Yet, in most privacy-policy consent flows, agreement is operationalized as a single click at the end of a long, opaque policy document. Recent privacy-law scholarship…
Sequential equilibrium is the conventional approach for analyzing multi-stage games of incomplete information. It relies on mutual consistency of beliefs. To relax mutual consistency, I theoretically and experimentally explore the dynamic…
Background: While the relations between sleep, cognition and behavior have been extensively studied in adolescents and school-aged children, very little attention has been given to preschoolers. Objective: In this systematic review, our aim…
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…
Generative AI (genAI) is increasingly being integrated into children's everyday lives, not only through screens but also through so-called "screen-free" AI toys. These toys can simulate emotions, personalize responses, and recall prior…
Studying mental models has recently received more attention, aiming to understand the cognitive aspects of human-computer interaction. However, there is not enough research on the elicitation of mental models in complex dynamic systems. We…
In this paper, we examine the convergence landscape of multi-agent learning under uncertainty. Specifically, we analyze two stochastic models of regularized learning in continuous games -- one in continuous and one in discrete time with the…
New interactive physical-digital play technologies are shaping the way children plan. These technologies refer to digital play technologies that engage children in analogue forms of behaviour, either alone or with others. Current…
Game theory is the standard tool used to model strategic interactions in evolutionary biology and social science. Traditional game theory studies the equilibria of simple games. But is traditional game theory applicable if the game is…
The Reward Prediction Error hypothesis proposes that phasic activity in the midbrain dopaminergic system reflects prediction errors needed for learning in reinforcement learning. Besides the well-documented association between dopamine and…