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相关论文: Pros and cons gamification and gaming in classroom

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This paper introduces a collection of board games specifically chosen to serve as a basis for programming exercises. We examine the attractiveness of board games in this context as well as features that make a particular game a good…

人机交互 · 计算机科学 2022-08-02 Maxim Mozgovoy , Marina Purgina

Technological innovation is an important aspect of teaching and learning in the 21st century. This article examines faculty attitudes toward technology use in the classroom at one regional public university in the United States. Building on…

计算机与社会 · 计算机科学 2014-04-17 Colleen Marzilli , Julie Delello , Shelly Marmion , Rochell McWhorter , Paul Roberts , T. Scott Marzilli

E-learning with using multimedia and graphical interfaces is now fashionable in some virtual learning environments. Especially, in open colleges, universities and E-learning databases, using these interfaces can improve quality of educating…

计算机与社会 · 计算机科学 2010-03-17 A. Daneshmand Malayeri , J. Abdollahi , R. Rezaei

While motivation is of great interest to computing educators, relatively little work has been done on understanding faculty attitudes toward student motivation. Two previous qualitative studies of instructor attitudes found results…

计算机与社会 · 计算机科学 2016-03-31 Amber Settle , Brian Sedlak

In-person instruction for professional development or other types of workplace training provides a social environment and immediate feedback mechanisms that typically ensure all participants are successful. Online, self-paced instruction…

计算机与社会 · 计算机科学 2020-09-01 Beth Porter , Burcin Bozkaya

The field of e-learning has emerged as a topic of interest in academia due to the increased ease of accessing the Internet using using smart-phones and wireless devices. One of the challenges facing e-learning platforms is how to keep…

计算机与社会 · 计算机科学 2021-01-07 Abdallah Moubayed , MohammadNoor Injadat , Abdallah Shami , Hanan Lutfiyya

Many real-world systems problems require reasoning about the long term consequences of actions taken to configure and manage the system. These problems with delayed and often sequentially aggregated reward, are often inherently…

机器学习 · 计算机科学 2019-09-06 Ameer Haj-Ali , Nesreen K. Ahmed , Ted Willke , Joseph Gonzalez , Krste Asanovic , Ion Stoica

We developed a simulator to quantify the effect of exercise ordering on both student engagement and retention. Our approach combines the construction of neural network representations for users and exercises using a dynamic matrix…

计算机与社会 · 计算机科学 2023-01-02 N. Imstepf , S. Senn , A. Fortin , B. Russell , C. Horn

The study reported in this paper, examines the effects of a rigorously designed introduction of Twitter in the educational process. In specific, it examines the relation between the students use of Twitter in the context of well-organized…

计算机与社会 · 计算机科学 2018-03-06 Smaragdi Loutou , Nikolaos Tselios , Panagiota Altanopoulou

The use of chatbots equipped with artificial intelligence (AI) in educational settings has increased in recent years, showing potential to support teaching and learning. However, the adoption of these technologies has raised concerns about…

计算机与社会 · 计算机科学 2026-03-03 Griffin Pitts , Viktoria Marcus , Sanaz Motamedi

This article identifies a gap between the existence of a various psychometric tests approaches and other team performance assessment tools (e.g. business and management games). As a response to the lack of tools able to utilize the…

计算机与社会 · 计算机科学 2018-10-24 Michał Okulewicz , Weronika Aniper , Bartłomiej Dach , Piotr Filarski , Piotr Jenczyk , Julita Ołtusek

We argue for the use of active learning methods for player modelling. In active learning, the learning algorithm chooses where to sample the search space so as to optimise learning progress. We hypothesise that player modelling based on…

机器学习 · 计算机科学 2013-12-11 Julian Togelius , Noor Shaker , Georgios N. Yannakakis

Driven by the fact that many of us experienced softer or not-so-soft lockdown, the intention of a couple of instructors at our university was to develop a collaborative tool that could help in online delivery and gamification on two courses…

分布式、并行与集群计算 · 计算机科学 2021-12-16 M. Zagar , M. Sipek , N. Draskovic , B. Mihaljevic

In this paper we survey the motivations behind contemporary game AI research by analysing individual publications, the researchers themselves, and the institutions that influence them. In doing so, we identify some negative effects on our…

计算机与社会 · 计算机科学 2022-06-08 Michael Cook

The modeling theory of instruction is widely applied and highly successful in high-school instruction, and seldom in university physics. One reason is lack of familiarity with models in the physics classroom. Ongoing curriculum development…

物理教育 · 物理学 2007-05-23 Eric Brewe

The article presents the possibilities of using game simulator Sotware Inc in the training of future software engineer in higher education. Attention is drawn to some specific settings that need to be taken into account when training in the…

The virtualization of cultural events in the metaverse creates opportunities to generate valuable and innovative experiences that replicate and extend in-person events; but the process faces associated challenges. In the absence of relevant…

计算机与社会 · 计算机科学 2024-07-23 Carlos Flavian , Sergio Ibanez-Sanchez , Carlos Orus , Sergio Barta

GenAI has a potential to enhance the learning and teaching processes in engineering education. For instance, GenAI feedback on students' task performance can be effective depending on when such feedback is provided. However, little is known…

计算机与社会 · 计算机科学 2026-03-17 Kadir Kozan , Ozgur Keles , Sihan Jian , Serkan Ayvaz , Krzysztof Sierszecki , Sewon Joo

Approachability has become a standard tool in analyzing earning algorithms in the adversarial online learning setup. We develop a variant of approachability for games where there is ambiguity in the obtained reward that belongs to a set,…

统计理论 · 数学 2012-02-17 Shie Mannor , Vianney Perchet , Gilles Stoltz

Can we make undergraduate engineering education easier and more fun? This research aims to see if we can answer the ambitious question! The digital game-based learning (DGBL) has been found to increase the efficacy of learning when applied…

计算机与社会 · 计算机科学 2021-06-29 Seungmo Kim