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Educational games can foster critical thinking, problem-solving, and motivation, yet instructors often find it difficult to design games that reliably achieve specific learning outcomes. Existing authoring environments reduce the need for…
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…
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…
Asymmetric self-play has emerged as a promising paradigm for post-training large language models, where a teacher continually generates questions for a student to solve at the edge of the student's learnability. Although these methods…
This paper provides a roadmap that explores the question of how to imbue learning agents with the ability to understand and generate contextually relevant natural language in service of achieving a goal. We hypothesize that two key…
Merging the content of learning with the motivation of games can be a successful combination, if done properly and supported by the appropriate tool. Towards this goal, we developed Diagramatic an environment used to gamify the in-classroom…
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…
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…
Procedural content generation via machine learning (PCGML) has shown success at producing new video game content with machine learning. However, the majority of the work has focused on the production of static game content, including game…
Simulation is a crucial component of any robotic system. In order to simulate correctly, we need to write complex rules of the environment: how dynamic agents behave, and how the actions of each of the agents affect the behavior of others.…
As the landscape of software engineering evolves, introductory programming courses must go beyond teaching syntax to foster comprehensive technical competencies and professional soft skills. This paper reports on a pedagogical experience in…
Games are usually created incrementally, requiring repeated testing of the same scenarios, which is a tedious and error-prone task for game developers. Therefore, we aim to alleviate this game testing process by encapsulating it into a game…
Text-based games provide a framework for developing natural language understanding and commonsense knowledge about the world in reinforcement learning based agents. Existing text-based environments often rely on fictional situations and…
We describe the design and implementation of a reasoning engine that facilitates the gamification of loop-invariant discovery. Our reasoning engine enables students, computational agents and regular software engineers with no formal methods…
The landscape of digital games is segregated by player ability. For example, sighted players have a multitude of highly visual games at their disposal, while blind players may choose from a variety of audio games. Attempts at improving…
We present a pilot study on crea.blender, a novel co-creative game designed for large-scale, systematic assessment of distinct constructs of human creativity. Co-creative systems are systems in which humans and computers (often with Machine…
The timely identification of mental disorders in adolescents is a global public health challenge.Single factor is difficult to detect the abnormality due to its complex and subtle nature. Additionally, the generalized multimodal…
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…
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…
This paper introduces a versatile, multi-layered technology to help support teaching and learning core computer architecture concepts. This technology, called CodeAPeel is already implemented in one particular form to describe instruction…