Related papers: Reducing students' misconceptions about video game…
Background: Despite the potential benefits of software modelling, developers have shown a considerable reluctance towards its application. There is substantial existing research studying industrial use and technical challenges of modelling.…
In this paper we explain our experiences and observations on a blended world history course which combines classical lecture and discussion elements as well as video game sessions in which the students play strategy video games with heavy…
Context: Software development is a complex socio-technical process requiring a deep understanding of various aspects. In order to support practitioners in understanding such a complex activity, repository process metrics, like number of…
AI-assisted development tools promise productivity gains and improved code quality, yet their adoption among developers remains inconsistent. Prior research suggests that professional expertise influences technology adoption, but its role…
We present a study of student learning through the use of virtual reality. A software package is used to introduce concepts of special relativity to students in a game-like environment where users experience the effects of travelling at…
Interactive systems such as chatbots and games are increasingly used to persuade and educate on sustainability-related topics, yet it remains unclear how different delivery formats shape learning and persuasive outcomes when content is held…
Gamification has been used to motivate and engage participants in software engineering education and practice activities. There is a significant demand for empirical studies for the understanding of the impacts and efficacy of gamification.…
Dyslexia is a neurodevelopmental disorder estimated to strike approximately 5 to 10 per cent of the population. In particular, phonological dyslexia causes problems in connecting the sounds of words with their written forms. Consequently,…
Video game playing is an extremely structured domain where algorithmic decision-making can be tested without adverse real-world consequences. While prevailing methods rely on image inputs to avoid the problem of hand-crafting state space…
Teaching industry staff on cybersecurity issues is a fundamental activity that must be undertaken in order to guarantee the delivery of successful and robust products to market. Much research attention has been devoted to this topic over…
Our research aimed to present the design and evaluation of a mixed-initiative system that aids the user in handling complex datasets and dense visualization systems. We attempted to demonstrate this system with two trials of an online…
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…
Serious games are accepted as an effective approach to deliver augmented feedback in motor (re-) learning processes. The multi-modal nature of the conventional computer games (e.g. audiovisual representation) plus the ability to interact…
Gamification is a technological, economic, cultural, and societal development toward promoting a more game-like reality. As this emergent phenomenon has been gradually consolidated into our daily lives, especially in educational settings,…
Conventional debugging techniques used in traditional software are similarly used when debugging video games. However, the reality of video games require its own set of unique debugging techniques such as On-Screen Console, Debug Draws,…
Machine Learning (ML) is becoming more prevalent in the systems we use daily. Yet designers of these systems are under-equipped to design with these technologies. Recently, interactive visualizations have been used to present ML concepts to…
The rapid advancement of quantum information science and technology (QIST) has generated significant attention from people in academia, industry, and the public. Recent advances in QIST have led to both opportunities and challenges for…
This paper presents data analysis from a course on Software Engineering in an effort to identify metrics and techniques that would allow instructor to act proactively and identify patterns of low engagement and inefficient peer…
Students' perception of excessive difficulty in STEM degrees lowers their motivation and therefore affects their performance. According to prior research, the use of gamification techniques promote engagement, motivation and fun when…
Contribution: This article analyzes the learning effectiveness of a virtual educational escape room for teaching software engineering and compares this activity with traditional teaching through a randomized controlled trial. Background:…