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Games are a popular form of entertainment. However, many computer games present unnecessary barriers to players with sensory, motor and cognitive impairments. In order to overcome such pitfalls, an awareness of their impact and a…
Architectural Education faces limitations due to its tactile approach to learning in classrooms with only 2-D and 3-D tools. At a higher level, virtual reality provides a potential for delivering more information to individuals undergoing…
Applications for learning and training have been developed and highlighted as important tools in health education. Despite the several approaches and initiatives, these tools have not been used in an integrated way. The specific skills…
The UNESCO (2022) points out that the gap between the existing awareness of a person or a community, and the actual habits of everyday life, is attributed to: low levels of understanding the environmental issues at stake; low levels of…
Escape rooms present a unique cognitive challenge that demands exploration-driven planning: with the sole instruction to 'escape the room', players must actively search their environment, collecting information, and finding solutions…
Many neurodivergent (ND) children are integrated into mainstream schools alongside their neurotypical (NT) peers. However, they often face social exclusion, which may have lifelong effects. Inclusive play activities can be a strong driver…
In the evolving landscape of education, robotics has emerged as a powerful tool for fostering creativity, critical thinking, and problem-solving skills among students of all ages. This innovative approach to learning seamlessly integrates…
We present an innovative methodology for studying and teaching the impacts of AI through a role play game. The game serves two primary purposes: 1) training AI developers and AI policy professionals to reflect on and prepare for future…
Contributions: Prior studies on education have mostly followed the model of the cross sectional study, namely, examining the pretest and the posttest scores. This paper shows that students' knowledge throughout the intervention can be…
Education is a major force for economic and social wellbeing. Despite high aspirations, education at all levels can be expensive and ineffective. Three Grand Challenges are identified: (1) enable people to learn orders of magnitude more…
Academic challenges comprise effective means for (i) advancing the state of the art, (ii) putting in the spotlight of a scientific community specific topics and problems, as well as (iii) closing the gap for under represented communities in…
Recently there have been multiple calls for curricular reforms to develop new pathways to the science, technology, engineering and math (STEM) disciplines. The Marble Game answers these calls by providing a conceptual framework for…
Robot sports, characterized by well-defined objectives, explicit rules, and dynamic interactions, present ideal scenarios for demonstrating embodied intelligence. In this paper, we present VolleyBots, a novel robot sports testbed where…
We present a new paradigm of games, i.e. SwarmPlay, where each playing component is presented by an individual drone that has its own mobility and swarm intelligence to win against a human player. The motivation behind the research is to…
As digital games continue to be explored as solutions to educational and behavioural challenges, the need for evaluation methodologies which support both the unique nature of the format and the need for comparison with other approaches…
This study investigates learners' preferences for game design elements (GDEs) in educational contexts to inform the development of purpose-driven gamification strategies. It emphasizes a learner-centered approach that aligns gamification…
We present an educational escape room in physics (ERP) covering the main disciplines of physics as taught in the education of neighboring sciences, in this case veterinary medicine, extended by a European board game system of victory points…
In 2020, due to the COVID-19 pandemic, educational activities had to be done remotely as a way to avoid the spread of the disease. What happened was not exactly a shift to an online learning model but a transition to a new approach called…
We propose a grounded dialogue state encoder which addresses a foundational issue on how to integrate visual grounding with dialogue system components. As a test-bed, we focus on the GuessWhat?! game, a two-player game where the goal is to…
Speedrunning in general means to play a video game fast, i.e. using all means at one's disposal to achieve a given goal in the least amount of time possible. To do so, a speedrun must be planned in advance, or routed, as referred to by the…