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This paper presents the 4E conceptual model, developed to formally analyze investigation games from a game design perspective. The model encompasses four components: Exploration, Elicitation, Experimentation, and Evaluation. Grounded Theory…

软件工程 · 计算机科学 2024-03-18 Pedro Marques , Marcus Parreiras , Joshua Kritz , Geraldo Xexeo

It has been challenging to find ways to educate people to have better environmental consciousness. In some cases, people do not know what the right behaviors are to protect the environment. Game engine has been used in the AEC industry for…

计算机与社会 · 计算机科学 2023-04-24 Jing Du

This study explores the role of gamification in enhancing academic library services in India by surveying library leaders across various institutions. Using game-like elements in non-game contexts, gamification can boost user engagement and…

计算机与社会 · 计算机科学 2025-08-05 Subaveerapandiyan A , Pragya Lohia , Dattatraya Kalbande , Naved Ahmad , Kailash Chand Sharma

Education for sustainable development supports the improvement of knowledge, skills, attitudes and behaviors related to global challenges such as climate change, global warming and environmental degradation, among others. It is increasingly…

计算机与社会 · 计算机科学 2022-09-07 Ewa Duda

There has been strong interest among higher education institution in implementing technology-enhanced peer assessment as a tool for enhancing students' learning. However, little is known on how to use the peer assessment system in…

物理教育 · 物理学 2020-02-13 Yosep Dwi Kristanto

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…

物理教育 · 物理学 2026-03-17 Ana S. Domenech , Antonio Alex-Amor

Social robots are emerging as learning companions for children, and research shows that they facilitate the development of interest and learning even through brief interactions. However, little is known about how such technologies might…

机器人学 · 计算机科学 2023-01-13 Bengisu Cagiltay , Nathan White , Rabia Ibtasar , Bilge Mutlu , Joseph Michaelis

Active learning comprises many varied techniques that engage students actively in the construction of their understanding. Because of this variation, different active learning techniques may be best suited to achieving different learning…

综合经济学 · 经济学 2025-08-11 Sarah A. Jacobson , Luyao Zhang , Jiasheng Zhu

This article explores the value and measurable effects of hard and soft skills in academia when teaching and developing abilities for the game industry. As we discuss, each individuals engagement with the subject directly impacts their…

图形学 · 计算机科学 2022-05-18 Benjamin Kenwright

As an interdisciplinary discipline, data mining (DM) is popular in education area especially when examining students' learning performances. It focuses on analyzing educational related data to develop models for improving learners' learning…

其他统计学 · 统计学 2017-10-26 Jiechao Cheng

As digital games continue to be explored as solutions to educational and behavioural challenges, the need for evaluation methodologies which support both the unique nature of the format and the need for comparison with other approaches…

人工智能 · 计算机科学 2014-02-21 Ian Dunwell , Panagiotis Petridis , Petros Lameras , Maurice Hendrix , Stella Doukianou , Mark Gaved

The recent growth of sophisticated digital gaming technologies has spawned an \$8.1B industry around using these games for pedagogical purposes. Though Digital Game-Based Learning Systems have been adopted by industries ranging from…

人机交互 · 计算机科学 2018-11-05 Brian An , Inki Kim , Erfan Pakdamanian , Donald E. Brown

As the population continues to age, and gaming continues to grow as a hobby for older people, heterogeneity among older adult gamers is increasing. We argue that traditional game-based accessibility features, such as simplified input…

人机交互 · 计算机科学 2025-06-10 Brandon Lyman , Yichi Zhang , Celia Pearce , Miso Kim , Casper Harteveld , Leanne Chukoskie , Bob De Schutter

Education sector is adopting new technologies for both teaching and learning pedagogy. Augmented Reality (AR) is a new technology that can be used in the educational pedagogy to enhance the engagement with students. Students interact with…

计算机与社会 · 计算机科学 2020-10-30 Mohammad Ali

A nationally representative study of video game play among adolescents in the United States showed that 97% of adolescents aged 12 to 17 years play computer, web, and portable (or console) video games (Lenhart et al., 2008). We hypothesized…

计算机与社会 · 计算机科学 2015-04-08 Mohnish Chakravarti , Arati Chakravarti

This paper focuses on "tracing player knowledge" in educational games. Specifically, given a set of concepts or skills required to master a game, the goal is to estimate the likelihood with which the current player has mastery of each of…

人工智能 · 计算机科学 2019-08-16 Pavan Kantharaju , Katelyn Alderfer , Jichen Zhu , Bruce Char , Brian Smith , Santiago Ontañón

Deceptive game designs that manipulate players are increasingly common in the gaming industry, but the impact on players is not well studied. While studies have revealed player frustration, there is a gap in understanding how cultural…

人机交互 · 计算机科学 2025-03-26 Hilda Hadan , Sabrina A. Sgandurra , Leah Zhang-Kennedy , Lennart E. Nacke

Drawing on the Data and Predictions strand of the Indicazioni Nazionali per il curricolo 2012, this study proposes a problem based instructional approach to the teaching of probability. More specifically, the study adopts a design based…

历史与综述 · 数学 2026-04-24 Luigia Caputo , Aniello Buonocore

The research aims to develop an interactive instructional model using augmented reality based on edutainment to enhance emotional quotient and evaluate the model. Two phases of the research will be carried out: a development and an…

计算机与社会 · 计算机科学 2014-02-18 Nuttakan Pakprod , Panita Wannapiroon

Phishing is an online identity theft that aims to steal sensitive information such as username, passwords and online banking details from its victims. Phishing education needs to be considered as a means to combat this threat. This book…

计算机与社会 · 计算机科学 2016-11-01 Nalin Asanka Gamagedara Arachchilage