相关论文: History-Themed Games in History Education: Experie…
The game industry is moving into an era where old-style game engines are being replaced by re-engineered systems with embedded machine learning technologies for the operation, analysis and understanding of game play. In this paper, we…
Adding game elements to higher education is an increasingly common practice. As a result, many recent empirical studies focus on studying the effectiveness of gamified or game-based educational experiences. The findings of these studies are…
We present an innovative methodology for studying and teaching the impacts of AI through a role play game. The game serves two primary purposes: 1) training AI developers and AI policy professionals to reflect on and prepare for future…
Educators often seek ways to introduce gaming in the classroom in order to break the usual teaching routine, expand the usual course curriculum with additional knowledge, but mostly as a means to motivate students and increase their…
The purpose of this work is to explore a teaching methodology aimed at communicating topics and subjects not typically studied and analyzed in the (Italian) secondary school. We focused specifically on the use of videogames as a…
This chapter reports an empirical teaching experience integrating newsgame creation-serious games addressing current events and contributing to public debate-into an introductory game design course for engineering students. From 2010 to…
In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games. We analyze the unique…
This research explores the use of History to enhance education in the field of ICT For Sustainability ICT4S in response to a challenge from the ICT4S 2023 conference. No previous studies were found in ICT4S but the literature on History and…
Interactive digital storytelling becomes a popular choice for information presentation in many fields. Its application spans from media industry and business information visualization, through digital cultural heritage, serious games,…
Phishing continues to be a difficult problem for individuals and organisations. Educational games and simulations have been increasingly acknowledged as enormous and powerful teaching tools, yet little work has examined how to engage users…
Research has established increased engagement and positive behavioral, attitudinal, and learning outcomes from educational games. Although engagement begets these benefits, there is a lack of research on how students engage with educational…
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…
Gamification is an effective strategy for motivating and engaging users, which is grounded in business, marketing, and management by designing games in nongame contexts. Gamifying education, which consists of the design and study of…
This paper reviews an experiment in human-computer interaction, where interaction takes place when humans attempt to teach a computer to play a strategy board game. We show that while individually learned models can be shown to improve the…
Naturally, university courses should be designed to attract students, engaging them to achieve learning goals. Toward this end, the use of Serious Games has been proposed in the literature. To address positive effects, such as content…
Engagement in educational games, a recently popular academic topic, has been shown to increase learning performance, as well as a number of attitudinal factors, such as intrinsic interest and motivation. However, there is a lack of research…
We perform laboratory experiments to elucidate the role of historical information in games involving human coordination. Our approach follows prior work studying human network coordination using the task of graph coloring. We first motivate…
This short paper describes an ongoing research project that requires the automated self-play learning and evaluation of a large number of board games in digital form. We describe the approach we are taking to determine relevant features,…
We extend the theory of disciplinary integration of games for science education beyond the virtual world of games, and identify two key themes of a practice-based theoretical commitment to science learning: (1) materiality in the classroom…
Gamification and Serious Games are progressively being used over a host of fields, particularly to support education. Such games provide a new way to engage students with content and can complement more traditional approaches to learning.…