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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…
Game jams are a way to create games under fast-paced conditions and certain constraints. The increase in game jam events all over the world, their engaging and creative nature, with the aim of sharing results among players can be seen in…
This work presents an exploration and imitation-learning-based agent capable of state-of-the-art performance in playing text-based computer games. Text-based computer games describe their world to the player through natural language and…
Everyone learns to code nowadays. Writing code, however, does not go without testing, which unfortunately rarely seems to be taught explicitly. Testing is often not deemed important enough or is just not perceived as sufficiently exciting.…
This entry introduces educational games in secondary schools. Educational games include three main types of educational activities with a playful learning intention supported by digital technologies: educational serious games, educational…
Computer games are motivating and beneficial in learning different educational skills. Most people use their fingers, hands, and arms when using a computer game. However, for people with motor disabilities this task can be a barrier. We…
Game-based technologies and mobile learning aids open up many opportunities for learners; however, evidence-based decisions on their appropriate use are necessary. This explorative study (N = 100) examines the role of game elements in…
Educational games are commonly used to motivate students and provide enhanced learning opportunities. Apps and mobile games play an increasingly important role in education and smartphones are part of the daily lives of most female…
We attempt to automate various artistic processes by inventing a set of drawing games, analogous to the approach taken by emergent language research in inventing communication games. A critical difference is that drawing games demand much…
A game's theme is an important part of its design -- it conveys narrative information, rhetorical messages, helps the player intuit strategies, aids in tutorialisation and more. Thematic elements of games are notoriously difficult for AI…
In the last few years, serious games have become popular, with a consensus of the benefits for teaching cyber security awareness and education. However, there is still a lack of pedagogical driven methodologies and tools to support serious…
The ultimate goals of serious education games (SEG) are to facilitate learning and maximizing enjoyment during playing SEGs. In SEG development, there are normally two spaces to be taken into account: knowledge space regarding learning…
When using security questions most users still trade-off security for the convenience of memorability. This happens because most users find strong answers to security questions difficult to remember. Previous research in security education…
We present a game-based approach to teach Bell inequalities and quantum cryptography at high school. The approach is based on kinesthetic activities and allows students to experience and discover quantum features and their applications…
Simple board games, like Tic-Tac-Toe and CONNECT-4, play an important role not only in the development of mathematical and logical skills, but also in the emotional and social development. In this paper, we address the problem of generating…
Werewolf is a popular party game throughout the world, and research on its significance has progressed in recent years. The Werewolf game is based on conversation, and in order to win, participants must use all of their cognitive abilities.…
Training robots to perceive, act and communicate using multiple modalities still represents a challenging problem, particularly if robots are expected to learn efficiently from small sets of example interactions. We describe a learning…
Natural and idiomatic expressions are essential for fluent, everyday communication, yet many second-language learners struggle to acquire and spontaneously use casual slang despite strong formal proficiency. To address this gap, we designed…
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…
This paper describes the development needed to support the functional and teaching requirements of iRead, a 4-year EU-funded project which produced an award-winning serious game utilising lexical and syntactical game content. The main…