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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,…
Even though AI literacy has emerged as a prominent education topic in the wake of generative AI, its definition remains vague. There is little consensus among researchers and practitioners on how to discuss and design AI literacy…
Younger generations are growing up in a world increasingly shaped by intelligent technologies, making early AI literacy crucial for developing the skills to critically understand and navigate them. However, education in this field often…
Gamification is widely used in digital learning. However, most systems neglect age-related differences. This paper investigates how gamification can be designed in an age-aware way to address learners' diverse motivational and cognitive…
Motivational digital systems offer capabilities to engage and motivate end-users to foster behavioral changes towards a common goal. In general these systems use gamification principles in non-games contexts. Over the years, gamification…
After the release of several widely adopted artificial intelligence (AI) literacy guidelines by 2021, the unprecedented rise of generative AI since 2023 has transformed the way we work and acquire information worldwide. Unlike traditional…
College students increasingly use AI chatbots to support academic reading, yet we lack granular understanding of how these interactions shape their reading experience and cognitive engagement. We conducted an eight-week longitudinal study…
Organizations highly depend on enterprise systems (ES), which are unlikely to develop their full potential if end-users neglect system usage. Accordingly, organizations attempt to overcome barriers to end-user acceptance in the ES context,…
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…
Gamification is frequently used to motivate people getting more physically active. However, most systems follow a one-size-fits-all gamification approach, although past research has shown that interpersonal differences exist in the…
Teachers have tried to teach their students by introducing text books along with verbal instructions in traditional education system. However, teaching and learning methods could be changed for developing Information and Communication…
While apprenticeship learning has shown promise for inducing effective pedagogical policies directly from student interactions in e-learning environments, most existing approaches rely on optimal or near-optimal expert demonstrations under…
Large Language Models (LLMs) have emerged as powerful learning tools, but they lack awareness of learners' cognitive and physiological states, limiting their adaptability to the user's learning style. Contemporary learning techniques…
The purpose of this feasibility study was to examine the potential impact of reading digital interactive e-books on essential skills that support reading comprehension with third-fifth grade students. Students read two e-Books that taught…
As artificial intelligence (AI) becomes increasingly integrated into daily life, higher education must move beyond code-centric instruction to foster holistic AI literacy. We present a novel pedagogical approach that integrates embodied,…
This research introduces an innovative mathematical learning approach that integrates generative AI to cultivate a structured learning rather than quick solution. Our method combines chatbot capabilities and generative AI to offer…
This study presents a cross-national quantitative analysis of how university students in the United States and Bangladesh interact with Large Language Models (LLMs). Based on an online survey of 318 students, results show that LLMs enhance…
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…
Digitalisation in education and its influence on teaching methods is the focus of this study, which examines the use of ChatGPT in a role-playing game used in the Cloud Computing Engineering Master's programme at the University of Applied…
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…