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Currently, there is a lack of practical, real-world projects on Computer Science (CS) courses at Maynooth University. Generally CS undergraduate modules are composed of 24 hours of lectures and 24 hours of labs where students learn…
The primary objective is to emphasize the merits of active methodologies and cross-disciplinary curricula in Requirement Engineering. This direction promises a holistic and applied trajectory for Computer Engineering education, supported by…
It has been challenging to find ways to educate people to have better environmental consciousness. In some cases, people do not know what the right behaviors are to protect the environment. Game engine has been used in the AEC industry for…
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…
Robotics sets have been successfully used in elementary and secondary schools in conformance with the 'learning through play' philosophy fostered by LEGO Education, while utilizing the Constructionism didactic approach. Learners discover…
Experimentation has been considered critical for successful software product and business development, including in video game startups. Video game startups need "wow" qualities that distinguish them from the competition. Thus, they need to…
This study aims to review and get information on the different mobile game applications and the possibility of being a supplementary tool for learning to enhance and empower the e-Learning aspect of a Technical Education and Skills…
In DevOps Course, the Installation and configuration of the various software tools are useful in the context of application development. To teach DevOps Tools precisely to achieve the learning outcome is a skilled task for a trainer. From…
Experimentation is a cornerstone of successful game development and live operations, enabling teams to optimize player engagement, retention, and monetization. This article provides a comprehensive guide to implementing experimentation in…
Organizations highly depend on enterprise systems (ES), which are unlikely to develop their full potential if end-users neglect system usage. Accordingly, organizations attempt to overcome barriers to end-user acceptance in the ES context,…
Play is a central aspect of childhood development, with games as a vital tool to promote it. However, neurodivergent children, especially those in neurodiverse environments, are underserved by HCI games research. Most existing work takes on…
Generative Artificial Intelligence (GenAI) offers numerous opportunities to revolutionise teaching and learning in Computing Education (CE). However, educators have expressed concerns that students may over-rely on GenAI and use these tools…
This study offers new insights into students' interest in computer science (CS) education by disentangling the distinct effects of age and gender across a diverse adolescent sample. Grounded in the person-object theory of interest (POI), we…
Procedural content generation in video games has a long history. Existing procedural content generation methods, such as search-based, solver-based, rule-based and grammar-based methods have been applied to various content types such as…
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…
The use of educational games for pedagogical practice can provide new conceptions of teaching-learning in an interactive environment stimulating the acquisition of new knowledge. The so-called serious games are focused on the goal of…
Promoting behavioural diversity is critical for solving games with non-transitive dynamics where strategic cycles exist, and there is no consistent winner (e.g., Rock-Paper-Scissors). Yet, there is a lack of rigorous treatment for defining…
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…
The application of games as a therapeutic tool for cognitive training is beneficial for patients with cognitive impairments. However, effective game design for individual patient is resource-intensive. To this end, we propose an LLM-powered…
The use of games within the classroom is in constant growing, however, there are still demands for better solutions to problems such as reconciling leisure with class or the lack of attention of children. This work demonstrates…