Related papers: ESCape the ClassRoom
During the ESCAPE project, a pilot analysis facility was developed with a bottom-up approach, in collaboration with all the project partners. As a result, the CERN Virtual Research Environment (VRE) initiative proposes a workspace that…
Successful implementation of active learning strategies in the engineering classroom -- and in particular in certain subjects which are highly technological in nature such as, for instance, rocket engines and space propulsion -- means…
For undergraduate students of computing, learning to solve complex practical problems in a team is an essential skill for their future careers. This skill is needed in various fields, such as in cybersecurity and IT governance. Tabletop…
This paper presents a scoping review of literature to examine who is reviewing educational immersive or extended reality - eduXR experiences and why. EduXR experiences in augmented, virtual or mixed reality take many forms, from supporting…
Role play is a high-impact mode of training that has demonstrated its effectiveness in improving learning outcomes. However, it is difficult to scale to teacher instruction due to its inherent dependency on providing personnel who are both…
During the COVID-19 pandemic, most countries have experienced some form of remote education through video conferencing software platforms. However, these software platforms fail to reduce immersion and replicate the classroom experience.…
Emergency evacuation plans and evacuation drills are mandatory in public buildings in many countries. Their importance is considerable when it comes to guarantee safety and protection during a crisis. However, sometimes discrepancies arise…
Intellectual Disability (ID) is characterized by deficits in intellectual functioning and adaptive behavior, necessitating customized therapeutic interventions to improve daily life skills. This paper presents the development and evaluation…
The process of design and development of virtual environments can be supported by tools and frameworks, to save time in technical aspects and focusing on the content. In this paper we present an academic framework which provides several…
The ultimate goals of serious education games (SEG) are to facilitate learning and maximizing enjoyment during playing SEGs. In SEG development, there are normally two spaces to be taken into account: knowledge space regarding learning…
Promoting public health is challenging owing to its abstract nature, and individuals may be apprehensive about confronting it. Recently, there has been an increasing interest in using the metaverse and gamification as novel educational…
In this paper we present the Open Software Services for Classrooms and Research (OSSCAR) platform. OSSCAR provides an open collaborative environment to develop, deploy and access educational resources in the form of web applications. To…
The embedding-based retrieval (EBR) approach is widely used in mainstream search engine retrieval systems and is crucial in recent retrieval-augmented methods for eliminating LLM illusions. However, existing EBR models often face the…
Even though architectural modelling radically evolved over the course of its history, the current integration of Augmented Reality (AR) and Virtual Reality(VR) components in the corresponding design tasks is mostly limited to enhancing…
Experience replay is widely used to improve learning efficiency in reinforcement learning by leveraging past experiences. However, existing experience replay methods, whether based on uniform or prioritized sampling, often suffer from low…
Educational recommender systems (ERSs) play a crucial role in personalizing learning experiences and enhancing educational outcomes by providing recommendations of personalized resources and activities to learners, tailored to their…
Virtual Reality (VR) can enhance the display and interaction of mobile knowledge work and in particular, spreadsheet applications. While spreadsheets are widely used yet are challenging to interact with, especially on mobile devices, using…
Virtual Reality simulators offer a powerful tool for teacher training, yet the integration of AI-powered student avatars presents a critical challenge: determining the optimal level of avatar realism for effective pedagogy. This literature…
We introduce Breaking the Plane, an augmented reality (AR) application built for AR headsets that enables users to visualize 3D mathematical functions using handwritten input. Researchers have demonstrated overlaying 3D visualizations of…
Through its affordances, immersive virtual reality (VR) offers a means to apply embodied and external cognition from the physical realm to solving analytical problems that are typically only conceptual. We present an example of executing a…