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Most approaches to deep reinforcement learning (DRL) attempt to solve a single task at a time. As a result, most existing research benchmarks consist of individual games or suites of games that have common interfaces but little overlap in…
This paper describes the development needed to support the functional and teaching requirements of iRead, a 4-year EU-funded project which produced an award-winning serious game utilising lexical and syntactical game content. The main…
In addition to formal learning at universities, like in lecture halls and seminar rooms, students are regularly confronted with self-study activities. Instead of being left to their own devices, students might benefit from a proper design…
In higher education, gamification offers the prospect of providing a pivotal shift from traditional asynchronous forms of engagement, to developing methods to foster greater levels of synchronous interactivity and partnership between and…
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…
Teaching software testing and debugging is a critical yet challenging task in computer science education, often hindered by low student engagement and the perceived monotony of these activities. Sojourner under Sabotage, a browser-based…
Crowdscience games may hold unique potentials as learning opportunities compared to games made for fun or education. They are part of an actual science problem solving process: By playing, players help scientists, and thereby interact with…
Contribution: This article analyzes the learning and motivational impact of teacher-authored educational video games on computer science education and compares its effectiveness in both face-to-face and online (remote) formats. This work…
Due to the empirical success of reinforcement learning, an increasing number of students study the subject. However, from our practical teaching experience, we see students entering the field (bachelor, master and early PhD) often struggle.…
The objectives of this ongoing research are to build Real-Time AI-Powered Educational Dashboard (RAED) as a decision support tool for instructors, and to measure its impact on them while making decisions. Current developments in AI can be…
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…
Personalized feedback plays an important role in self-regulated learning (SRL), helping students track progress and refine their strategies. However, current common solutions, such as text-based reports or learning analytics dashboards,…
Digital technologies are becoming increasingly prevalent in education, enabling personalized, high quality education resources to be accessible by students across the world. Importantly, among these resources are diagnostic questions: the…
Learning Path Recommendation is the heart of adaptive learning, the educational paradigm of an Interactive Educational System (IES) providing a personalized learning experience based on the student's history of learning activities. In…
This project aims to motivate research in competitive human-robot interaction by creating a robot competitor that can challenge human users in certain scenarios such as physical exercise and games. With this goal in mind, we introduce the…
In recent years, Virtual Reality (VR) has found its way into different fields besides pure entertainment. One of the topics that can benefit from the immersive experience of VR is education. Furthermore, using game-based approaches in…
The purpose of this work is to explore a teaching methodology aimed at communicating topics and subjects not typically studied and analyzed in the (Italian) secondary school. We focused specifically on the use of videogames as a…
Drama-in-education is an interdisciplinary instructional approach that integrates subjects such as language, history, and psychology. Its core component is playwriting. Based on need-finding interviews of 13 teachers, we found that current…
We provide ongoing results from the development of a personalized learning system integrated into a serious game. Given limited instructor resources, the use of computerized systems to help tutor students offers a way to provide higher…
An essential element of K-12 AI literacy is educating learners about the ethical and societal implications of AI systems. Previous work in AI ethics literacy have developed curriculum and classroom activities that engage learners in…