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The mobile gaming industry, particularly the free-to-play sector, has been around for more than a decade, yet it still experiences rapid growth. The concept of games-as-service requires game developers to pay much more attention to…
The recent growth of sophisticated digital gaming technologies has spawned an \$8.1B industry around using these games for pedagogical purposes. Though Digital Game-Based Learning Systems have been adopted by industries ranging from…
Although the use of technologies like multimedia and virtual reality (VR) in training offer the promise of improved learning, these richer and potentially more engaging materials do not consistently produce superior learning outcomes.…
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…
Game development-based approaches are increasingly used to design curricula that can engage students, as these can help them apply and practice learnt computer science concepts. However, it can become complex to develop a minimum working…
In recent years, there has been a growing application of mixed-initiative co-creative approaches in the creation of video games. The rapid advances in the capabilities of artificial intelligence (AI) systems further propel creative…
The potential of using video games as well as gaming engines for educational and research purposes is promising, especially with the current progress of Industry 4.0 technologies such as augmented and virtual reality devices. However, it is…
Today, Machine Learning (ML) is of a great importance to society due to the availability of huge data and high computational resources. This ultimately led to the introduction of ML concepts at multiple levels of education including K-12…
It has been challenging to find ways to educate people to have better environmental consciousness. In some cases, people do not know what the right behaviors are to protect the environment. Game engine has been used in the AEC industry for…
In recent years, studies in different areas have used gamification to improve users' flow experience. However, due to the high variety of the conducted studies and the lack of secondary studies (e.g., systematic literature reviews) in this…
The teaching-learning process may require specific pedagogical approaches to establish a relationship with industry practices. Recently, some studies investigated the educators' perspectives and the undergraduate courses curriculum to…
Understanding player strategies is a key question when analyzing player behavior both for academic researchers and industry practitioners. For game designers and game user researchers, it is important to gauge the distance between intended…
Kinematics is a core topic in early physics courses, yet students often struggle to interpret motion and its graphical representations. To tackle these difficulties, we developed MissionMotion, a physical-computational videogame where…
The landscape of digital games is segregated by player ability. For example, sighted players have a multitude of highly visual games at their disposal, while blind players may choose from a variety of audio games. Attempts at improving…
Interactive digital storytelling becomes a popular choice for information presentation in many fields. Its application spans from media industry and business information visualization, through digital cultural heritage, serious games,…
A growth mindset has shown promising outcomes for increasing empathy ability. However, stimulating a growth mindset in VR-based empathy interventions is under-explored. In the present study, we implemented prosocial VR content, Our Neighbor…
Accessibility education has been rarely incorporated into the high school curricula. This is a missed opportunity to equip next-generation software designers and decision-makers with knowledge, awareness, and empathy regarding accessibility…
In response to the unique challenges of Mixed Reality (MR) game development, we developed GAMR, an analytics tool specifically designed for MR games. GAMR aims to assist developers in identifying and resolving gameplay issues effectively.…
This dissertation presents three years of research on how design processes in game jams and hackathons can be understood as accelerated. Hackathons and game jams can both be described as formats where participants engage in designing and…
Ensuring equitable access to computing education for all students-including those with autism, dyslexia, or ADHD-is essential to developing a diverse and inclusive workforce. To understand the state of disability research in computing…