Related papers: Game-Based and Gamified Robotics Education: A Comp…
Imitation learning from human demonstrations has become a dominant approach for training autonomous robot policies. However, collecting demonstration datasets is costly: it often requires access to robots and needs sustained effort in a…
Reinforcement learning (RL) solves sequential decision-making problems via a trial-and-error process interacting with the environment. While RL achieves outstanding success in playing complex video games that allow huge trial-and-error,…
Fun acts as a catalyst for learning by enhancing motivation, active engagement and knowledge retention. As social robots gain traction as educational tools, understanding how their unique affordances can be leveraged to cultivate fun…
As technology advances, conceptualizations of effective strategies for teaching and learning shift. Due in part to their facilitation of unique affordances for learning, mobile devices, augmented reality, and games are all becoming more…
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…
In recent years, the integration of gamification into educational settings has garnered significant attention as a means to enhance student engagement and learning outcomes. By leveraging gamified elements such as points and leaderboards,…
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…
Software testing is an essential knowledge area required by industry for software engineers. However, software engineering students often consider testing less appealing than designing or coding. Consequently, it is difficult to engage…
Contribution: This article analyzes the learning and motivational impact of teacher-authored educational video games on computer science education and compares its effectiveness in both face-to-face and online (remote) formats. This work…
Robotics sets have been successfully used in elementary and secondary schools in conformance with the 'learning through play' philosophy fostered by LEGO Education, while utilizing the Constructionism didactic approach. Learners discover…
Serious games and gamification (SGG) have shown to have positive effects on health outcomes of eHealth applications. However, research has shown that a shift towards a personalized approach is needed, considering the diversity of users.…
Management education scholarship has long outlined the need to enhance student engagement and participation in business schools, using more innovative teaching practices. This is increasingly motivating scholars to strive for more…
Developing reasoning capabilities in multimodal large language models (MLLMs) remains challenging. Motivated by literature suggesting that gameplay promotes transferable reasoning skills, we propose a novel post-training method, Visual Game…
In this study, we explore the potential of Game Theory as a means to investigate cooperation and trust in human-robot mixed groups. Particularly, we introduce the Public Good Game (PGG), a model highlighting the tension between individual…
Game-Based Learning (GBL) is a learner-engaging pedagogical methodology, yet adapting games to heterogeneous learners requires transparent, real-time Open Player Models (OPMs). We contribute to the community Open Player Socially Analytical…
Active learning is a decision-making process. In both abstract and physical settings, active learning demands both analysis and action. This is a review of active learning in robotics, focusing on methods amenable to the demands of embodied…
Despite growing interest in Learning-by-Teaching (LbT), few studies have explored how this paradigm can be implemented with autonomous, peer-like social robots in real classrooms. Most prior work has relied on scripted or Wizard-of-Oz…
Post-merger integration states unique challenges for professionals responsible for information system integration aimed on alignment and combination diverse system architectures of merging organizations. Although the theoretical and…
Problem-Based Learning (PBL) has significantly impacted biomedical engineering (BME) education since its introduction in the early 2000s, effectively enhancing critical thinking and real-world knowledge application among students. With…
In this work, a thorough mathematical framework for incorporating Large Language Models (LLMs) into gamified systems is presented with an emphasis on improving task dynamics, user engagement, and reward systems. Personalized feedback,…