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The article sets out to analyze national and foreign experience of use of electronic textbooks in the system of education; to justify the use of Smart Kids technology as a system of methods, forms, and electronic educational game resources,…
Increasing user engagement is constant challenge for Intelligent Tutoring Systems researchers. A current trend in the ITS field is to increase engagement of proven learning systems by integrating them within games, or adding in game like…
The topics of Artificial intelligence (AI) and especially Machine Learning (ML) are increasingly making their way into educational curricula. To facilitate the access for students, a variety of platforms, visual tools, and digital games are…
Digital games offer rich social experiences and promote valuable skills, but they fall short in addressing physical inactivity. Exergames, which combine exercise with gameplay, have the potential to tackle this issue. However, current…
This article has as its main objective to emphasize the importance that physical spaces and architecture should have for a correct pedagogical integration of the ICT, including in this concept all the current means of communication and, in…
Students who serve as Learning Assistants (LAs) and have the opportunity to teach the content they are learning, while also studying effective teaching pedagogy, have demonstrated achievement gains in advanced content courses and positive…
Teaching graph theory with the most adequate tools requires time and ideas. We present how an open community of teachers shares contents and ideas on an innovative platform. The objective is to get the students autonomous in their training…
In the info-tech age E-Methods of learning are becoming the most important vehicle in disseminating knowledge in higher education institutions. This sector is growing and changing at a rapid speed due to developments in technologies. But…
Children learn though play. We introduce the analogous idea of learning programs through play. In this approach, a program induction system (the learner) is given a set of tasks and initial background knowledge. Before solving the tasks,…
Serious games are gaining popularity as effective teaching and learning tools, providing engaging, interactive, and practical experiences for students. Gamified learning experiences, such as virtual escape rooms, have emerged as powerful…
Multimedia engages an audience through a combination of text, audio, still images, animation, video, or interactivity-based content formats. Along this vein, free platforms have been seen to allow budding enthusiasts to create multimedia…
Research has established increased engagement and positive behavioral, attitudinal, and learning outcomes from educational games. Although engagement begets these benefits, there is a lack of research on how students engage with educational…
Information and Community Technologies (ICT) are very present in our society nowadays and particularly in the educative field. In just two decades, we have passed from a learning based, in many cases, on the master lessons to one such that…
We developed a website for kids where they can share new as well as remixed animations and games, e.g., interactive music videos, which they created on their smartphones or tablets using a visual "LEGO-style" programming environment called…
We discuss the development of interactive video tutorial-based problems to help introductory physics students learn effective problem solving heuristics. The video tutorials present problem solving strategies using concrete examples in an…
Augmented Reality (AR) learning games, on average, have been shown to have a positive impact on student learning. However, the exploration of AR learning games in special education settings, where accessibility is a concern, has not been…
Temporary school closures caused by the Covid-19 pandemic have posed new challenges for many teachers and students worldwide. Especially the abrupt shift to online distance learning posed many obstacles to be overcome and it particularly…
Interaction is a fundamental part of using any computer system but it is still an issue for people with special needs. In order to improve this situation, this paper describes a new device-interaction model based on adaptation rules for…
Inspired by mobile, Internet enabled computing and the maturing field of educational game design, the ARIS project has designed an open source tool for rapidly producing locative, interactive, narrative-centric, educational experiences. In…
Movement-sound interactive systems are at the interface of different artistic and educational practices. Within this multiplicity of uses, we examine common denominators in terms of learning, appropriation and relationship to technological…