English
Related papers

Related papers: Game-Based and Gamified Robotics Education: A Comp…

200 papers

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.…

Game-based learning (GBL) is widely adopted in mathematics education. It enhances learners' engagement and critical thinking throughout the mathematics learning process. However, enabling players to learn intrinsically through mathematical…

Machine Learning · Computer Science 2026-03-30 Jie Gao , Adam K. Dubé

This study delves into the key issues of representation and accessibility in game development. Despite their societal significance, video games face ongoing criticism for lacking diversity in both the workforce and content, excluding…

Human-Computer Interaction · Computer Science 2024-07-09 Nooshin Darvishinia , Todd Goodson

In higher education, gamification offers the prospect of providing a pivotal shift from traditional asynchronous forms of engagement, to developing methods to foster greater levels of synchronous interactivity and partnership between and…

General Economics · Economics 2021-04-20 Nicholas Dacre , Vasilis Gkogkidis , Peter Jenkins

Context: Gamification is an emerging subject that has been applied in different areas, bringing contributions to different types of activities. Objective: This paper aims to characterize how gamification has been adopted in non-educational…

Software Engineering · Computer Science 2020-11-17 Daniel Porto , Gabriela Jesus , Fabiano Ferrari , Sandra Fabbri

Programming courses in computing science are important because they are often the first introduction to computer programming for many students. Many university students are overwhelmed with the information they must learn for an…

Computers and Society · Computer Science 2023-09-25 Kashif Ishaq , Atif Alvi

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…

Software Engineering · Computer Science 2025-12-10 Kai Marquardt , Mona Schulz , Anne Koziolek , Lucia Happe

Technology has become an essential part of our everyday life, and its use in educational environments keeps growing. In addition, games are one of the most popular activities across cultures and ages, and there is ample evidence that…

Computers and Society · Computer Science 2022-12-05 Manuel J. Gomez , José A. Ruipérez-Valiente , Félix J. García Clemente

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,…

Computers and Society · Computer Science 2023-09-27 Ana Carolina Tomé Klock , Brenda Salenave Santana , Juho Hamari

One of the main difficulties remains the collaboration between the various experts involved in designing the Learning Games (LG). Our literature review focuses on the pitfalls and principles that have been identified by various authors in…

Human-Computer Interaction · Computer Science 2024-01-12 Nadine Mandran , Estelle Prior , Eric Sanchez , Mathieu Vermeulen

Context: While most research shows positive effects of gamification, the focus on its adverse effects is considerably smaller and further understanding is needed. Objective: To provide a comprehensive overview on research reporting negative…

Software Engineering · Computer Science 2023-05-16 Clauvin Almeida , Marcos Kalinowski , Anderson Uchoa , Bruno Feijo

Although personalization is widely advocated in gamified learning, empirical evidence on how learner characteristics and task context shape motivational preferences remains limited. This study examines how user characteristics and learning…

Computers and Society · Computer Science 2026-03-17 Anna Katharina Ricker , Kai Marquardt , Lucia Happe

The high cost of real-world data for robotics Reinforcement Learning (RL) leads to the wide usage of simulators. Despite extensive work on building better dynamics models for simulators to match with the real world, there is another,…

Robotics · Computer Science 2024-10-01 Linji Wang , Zifan Xu , Peter Stone , Xuesu Xiao

The aim of the current work is to assess the challenges that gamification in education are facing nowadays. Benefits and disadvantages of using gamification in classroom are both discussed to offer a clearer view on the impact of using…

Computers and Society · Computer Science 2017-08-31 Iulian Furdu , Cosmin Tomozei , Utku Kose

Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design and analysis of…

Gamification frameworks can aid in gamification planning for education. Most frameworks, however, do not provide ways to select, relate or recommend how to use game elements, to gamify a certain educational task. Instead, most provide a…

Computers and Society · Computer Science 2019-07-02 Armando M. Toda , Wilk Oliveira , Lei Shi , Ig Ibert Bittencourt , Seiji Isotani , Alexandra Cristea

As the significance of Software Engineering (SE) professionals continues to grow in the industry, the adoption of gamification techniques for training purposes has gained traction due to its potential to enhance class appeal through…

Curriculum learning has emerged as a promising approach for training complex robotics tasks, yet current applications predominantly rely on manually designed curricula, which demand significant engineering effort and can suffer from…

Robotics · Computer Science 2025-08-06 Linji Wang , Zifan Xu , Peter Stone , Xuesu Xiao

Project-based learning (PBL) is an instructional method that is very helpful in nurturing students' creativity, but it requires significant time and energy from both students and teachers. Large language models (LLMs) have been proven to…

Human-Computer Interaction · Computer Science 2024-04-08 Siyu Zha , Yuehan Qiao , Qingyu Hu , Zhongsheng Li , Jiangtao Gong , Yingqing Xu

Reflection is a critical aspect of the learning process. However, educational games tend to focus on supporting learning concepts rather than supporting reflection. While reflection occurs in educational games, the educational game design…

Human-Computer Interaction · Computer Science 2020-06-22 Jennifer Villareale , Colan F. Biemer , Magy Seif El-Nasr , Jichen Zhu
‹ Prev 1 2 3 10 Next ›