Related papers: Game Elements to Engage Students Learning the Open…
Contribution: In this study, an alternative educational approach for introducing quantum computing to a wider audience is highlighted. The proposed methodology considers quantum computing as a generalized probability theory rather than a…
Raising awareness among young people, and especially students, on the relevance of behavior change for achieving energy savings is increasingly being considered as a key enabler towards long-term and cost-effective energy efficiency…
This study examines the integration of digital tools in project-based learning within a Biomedical Engineering course to enhance collaboration, transparency, and assessment fairness. Building on prior pilot experiences, we implemented a…
The scope of this paper was to find out how the students in Computer Science perceive different teaching styles and how the teaching style impacts the learning desire and interest in the course. To find out, we designed and implemented an…
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…
This report documents the development, test, and application of Large Language Models (LLMs) for automated text analysis, with a specific focus on gambling-like elements in digital games, such as lootboxes. The project aimed not only to…
This research investigates distinct human-generative AI collaboration types and students' interaction experiences when collaborating with generative AI (i.e., ChatGPT) for problem-solving tasks and how these factors relate to students'…
We often try to predict others' actions by obtaining supporting information that shows a preference index of surrounding people. In order to reproduce these situations, we propose a game named "One-sided Preference Game with Reference…
Many STEM programs now require students to take non-technical courses to develop the soft skills necessary for professional practice, yet engineering students frequently resist this requirement. While prior research often attributes this…
Large language models are rapidly changing how learners acquire and demonstrate cybersecurity skills. However, when human--AI collaboration is allowed, educators still lack validated competition designs and evaluation practices that remain…
Our paper is research in progress that is research investigating the use of games technology to enhance the learning of a physical skill. The Microsoft Kinect is a system designed for gaming with the capability to track the movement of…
Data visualizations are standard tools for assessing and communicating risks. However, it is not always clear which designs are optimal or how encoding choices might influence risk perception and decision-making. In this paper, we report…
Previous work established that open source software (OSS) projects can benefit from the involvement of UX professionals, who offer user-centric perspectives and contributions to improve software usability. However, their participation in…
Large language models (LLMs) show promise for automatically generating feedback in education settings. However, it remains unclear how specific feedback elements, such as tone and information coverage, contribute to learning outcomes and…
One of the goals of Explainable AI (XAI) is to determine which input components were relevant for a classifier decision. This is commonly know as saliency attribution. Characteristic functions (from cooperative game theory) are able to…
The usability of open-source software (OSS) is important but frequently overlooked in favor of technical and functional complexity. Argumentation can be a pivotal device for diverse stakeholders in OSS usability discussions to express…
Programming skills are rapidly becoming essential for many educational paths and career opportunities. Yet, for many international students, the traditional approach to teaching introductory programming courses can be a significant…
In collaborative goal-oriented settings, the participants are not only interested in achieving a successful outcome, but do also implicitly negotiate the effort they put into the interaction (by adapting to each other). In this work, we…
Participation of women in Open Source Software (OSS) is very unbalanced, despite various efforts to improve diversity. This is concerning not only because women do not get the chance of career and skill developments afforded by OSS, but…
Research suggests there is a perception that females and underrepresented racial/ethnic minorities have worse gameplay skills and produce less engaging video game streaming content. This bias might impact streamers' audience size, viewers'…