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When using security questions most users still trade-off security for the convenience of memorability. This happens because most users find strong answers to security questions difficult to remember. Previous research in security education…
This work proposes, implements and tests an immersive framework upon Virtual Reality (VR) for comprehension, knowledge development and learning process assisting an improved perception of complex spatial arrangements in AEC in comparison to…
Decision making in uncertain and risky environments is a prominent area of research. Standard economic theories fail to fully explain human behaviour, while a potentially promising alternative may lie in the direction of Reinforcement…
Classical game-theoretic models typically assume rational agents, complete information, and common knowledge of payoffs - assumptions that are often violated in real-world MAS characterized by uncertainty, misaligned perceptions, and nested…
In video games, non-player characters (NPCs) play a pivotal role in shaping players' experiences. The design of these characters, encompassing their appearance and behaviors, can be manipulated in terms of coherence and consistency to…
Advances in machine learning have enabled the creation of realistic synthetic videos known as deepfakes. As deepfakes proliferate, concerns about rapid spread of disinformation and manipulation of public perception are mounting. Despite the…
The landscape of educational practices for teaching and learning languages has been predominantly centered around outcome-driven approaches. The recent accessibility of large language models has thoroughly disrupted these approaches. As we…
The ability to focus one's attention underlies success in many everyday tasks, but voluntary attention cannot be sustained for a long period of time. Several studies indicate that attention training using computer-based exercises can lead…
Context. The game industry is increasingly growing in recent years. Every day, millions of people play video games, not only as a hobby, but also for professional competitions (e.g., e-sports or speed-running) or for making business by…
Digitalisation in education and its influence on teaching methods is the focus of this study, which examines the use of ChatGPT in a role-playing game used in the Cloud Computing Engineering Master's programme at the University of Applied…
When developing technologies for the Metaverse, it is important to understand the needs and requirements of end users. Relatively little is known about the specific perspectives on the use of the Metaverse by the youngest audience: children…
For games used in educational contexts, realism, i.e., the degree of congruence between the simulation models used in the games and the real-world systems represented, is an important characteristic for achieving learning goals well.…
Gamification refers to the process of adding game elements to a task. Of late, this process has been introduced in pedagogical settings to capture the attention and interest of students. In our study, we apply the process to Anatomy…
Project Management anti-patterns are well-documented in the software-engineering literature, and studying them allows understanding their impacts on teams and projects. The video game development industry is known for its mismanagement…
Active learning comprises many varied techniques that engage students actively in the construction of their understanding. Because of this variation, different active learning techniques may be best suited to achieving different learning…
We study how open disagreement influences team performance in a dynamic production game. Team members can hold different priors about the productivity of the available production technologies. Initial beliefs are common knowledge and…
The integration of artificial intelligence tools such as ChatGPT in the education system has gained attention in recent years. This experience report explores students' perceptions and suggestions for integrating ChatGPT in a computer…
This pioneering study explores students' perceptions of AI-giarism, an emergent form of academic dishonesty involving AI and plagiarism, within the higher education context. A survey, undertaken by 393 undergraduate and postgraduate…
Contributing to OSS projects can help students to enhance their skills and expand their professional networks. However, novice contributors often feel discouraged due to various barriers. Gamification techniques hold the potential to foster…
Many studies in educational data mining address specific learner groups, such as first-in-family to attend Higher Education, or focus on differences in characteristics such as gender or ethnicity, with the aim of predicting performance and…