Related papers: Game Elements to Engage Students Learning the Open…
Federated learning promises to revolutionize machine learning by enabling collaborative model training without compromising data privacy. However, practical adaptability can be limited by critical factors, such as the participation dilemma.…
Prior research has explored potential applications of video games in programming education to elicit computational thinking skills. However, existing approaches are often either too general, not taking into account the diversity of genres…
Artificial intelligence (AI) has become tightly integrated into modern technology, yet existing exploratory visualizations for explainable AI (XAI) are primarily designed for users with technical expertise. This leaves everyday users, who…
Recent studies from all over the world show that more boys than girls play video games. The numbers are different for mobile gaming apps, where 65% of women are identified as gamers. Adapting game design activities for academic purposes is…
The constructionist approach is more interested in constructing personal experience than about acquiring information. It states that learning is most effective when building knowledge through active engagement. Experiential and discovery…
Since computer science is still mainly male dominated, academia, industry and education jointly seek ways to motivate and inspire girls, for example by introducing them to programming at an early age. The recent COVID-19 pandemic has forced…
Supporting equitable instruction is an important issue for teachers attending diverse STEM classrooms. Visual learning analytics along with effective student survey measures can support providing on time feedback to teachers in making…
Learning Games (LGs) are educational environments based on a playful approach to learning. Their use has proven to be promising in many domains, but is at present restricted by the time consuming and costly nature of the developing process.…
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…
Help-seeking is a critical way for students to learn new concepts, acquire new skills, and get unstuck when problem-solving in their computing courses. The recent proliferation of generative AI tools, such as ChatGPT, offers students a new…
Exploratory testing, known for its flexibility and ability to uncover unexpected issues, often faces challenges in maintaining systematic coverage and producing reproducible results. To address these challenges, we investigate whether…
Gamification is a technological, economic, cultural, and societal development toward promoting a more game-like reality. As this emergent phenomenon has been gradually consolidated into our daily lives, especially in educational settings,…
We present the Elements project, a lightweight, open-source, computational science and computer graphics (CG) framework, tailored for educational needs, that offers, for the first time, the advantages of an Entity-Component-System (ECS)…
Only 21% of employees consider themselves engaged at work. Moreover, disengagement has been shown to be even more problematic when work is repetitive in nature. Lack of engagement has been linked to variety of negative outcomes for…
Adding game elements to higher education is an increasingly common practice. As a result, many recent empirical studies focus on studying the effectiveness of gamified or game-based educational experiences. The findings of these studies are…
Obtaining knowledge and skill achievement through peer learning can lead to higher academic achievement. However, peer learning implementation is not just about putting students together and hoping for the best. At its worst-designed, peer…
When Computer Science (CS) students try to use or extend open-source software (OSS) projects, they often encounter the common challenge of OSS failing to build on their local machines. Even though OSS often provides ready-to-build packages,…
In this paper, we propose a gamification approach as a novel framework for smart building infrastructure with the goal of motivating human occupants to reconsider personal energy usage and to have positive effects on their environment.…
Reinforcement learning solutions have great success in the 2-player general sum setting. In this setting, the paradigm of Opponent Shaping (OS), in which agents account for the learning of their co-players, has led to agents which are able…
This study explores student attitudes to the use of substantive on-line assessments that require mathematical answers. Our goal is to learn what are the important aspects in a design of more effective e-assessments that support learning of…