Related papers: Gamification-Based Learning Method for Hijaiyah Le…
Gamification is an emerging technique to enhance motivation and performance in traditionally unengaging tasks like software testing. Previous studies have indicated that gamified systems have the potential to improve software testing…
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…
This paper presents an innovative pedagogical framework employing tangible interactive games to enhance artificial intelligence (AI) knowledge and literacy among elementary education students. Recognizing the growing importance of AI…
Auditory-verbal training is essential for children with hearing challenges, and the gamification approach has become a promising direction for improving the rehabilitation experience and effect. However, the specific influence of the…
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…
Building on game design and education research, this paper introduces narrative-focused role-playing games as a way to promote visualization literacy in young children. Visualization literacy skills are vital in understanding the world…
Gamification is the use of game elements such as points, leaderboards, and badges in a non-game context to encourage a desired behavior from individuals interacting with an environment. Recently, gamification has found its way into software…
Software testing is a crucial phase in software development, enabling the detection of issues and defects that may arise during the development process. Addressing these issues enhances software applications' quality, reliability, user…
Strong foundations in basic AI techniques are key to understanding more advanced concepts. We believe that introducing AI techniques, such as search methods, early in higher education helps create a deeper understanding of the concepts seen…
Gamification design has benefited from data-driven approaches to creating strategies based on students characteristics. However, these strategies need further validation to verify their effectiveness in e-learning environments. The…
Robotics education fosters computational thinking, creativity, and problem-solving, but remains challenging due to technical complexity. Game-based learning (GBL) and gamification offer engagement benefits, yet their comparative impact…
Courses in electromagnetism and related technical subjects are often dominated by lecture-heavy instruction and complex mathematical concepts, which can make it difficult for students to stay engaged. This is particularly problematic in…
The ActiveAI project addresses key challenges in AI education for grades 7-9 students by providing an engaging AI literacy learning experience based on the AI4K12 knowledge framework. Utilizing learning science mechanisms such as goal-based…
Tools for fighting cyber-criminal activities using new technologies are promoted and deployed every day. However, too often, they are unnecessarily complex and hard to use, requiring deep domain and technical knowledge. These…
Vocabulary acquisition in early education often relies on rote memorization and passive screen-based tools, which can fail to engage students kinesthetically and collaboratively. This paper introduces Vocabuild, an augmented tangible…
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…
Yahtzee is a classic dice game with a stochastic, combinatorial structure and delayed rewards, making it an interesting mid-scale RL benchmark. While an optimal policy for solitaire Yahtzee can be computed using dynamic programming methods,…
More and more learning apps like Duolingo are using some form of gamification (e.g., badges, points, and leaderboards) to enhance user learning. However, they are not always successful. Gamification misuse is a phenomenon that occurs when…
Appearance-based gaze estimation, which uses only a regular camera to estimate human gaze, is important in various application fields. While the technique faces data bias issues, data collection protocol is often demanding, and collecting…
This study explores the development of a financial management application for young people using Alan Cooper's Goal-Directed Design method. Through interviews, surveys, and usability testing, the application was designed to improve…