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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…

人机交互 · 计算机科学 2018-11-27 Heinrich Söbke , Maria Reichelt

This article is based on studies of the existing literature, focusing on the states-of-the-arts on virtual reality (VR) and its potential uses in learning. Different platforms have been used to improve the learning effects of VR that offers…

计算机与社会 · 计算机科学 2016-05-31 Yang Cheng

To cope with real-world dynamics, an intelligent system needs to incrementally acquire, update, accumulate, and exploit knowledge throughout its lifetime. This ability, known as continual learning, provides a foundation for AI systems to…

机器学习 · 计算机科学 2024-02-07 Liyuan Wang , Xingxing Zhang , Hang Su , Jun Zhu

Existing approaches to active learning maximize the system performance by sampling unlabeled instances for annotation that yield the most efficient training. However, when active learning is integrated with an end-user application, this can…

计算与语言 · 计算机科学 2020-05-13 Ji-Ung Lee , Christian M. Meyer , Iryna Gurevych

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

We present an approach to evaluate the efficacy of annotations in augmenting learning environments in the context of Virtual Reality. Our study extends previous work highlighting the benefits of learning based in virtual reality and…

人机交互 · 计算机科学 2025-02-24 Maximilian Enderling , Jan Hombeck , Kai Lawonn

The goal of the presented application is to offer a full support for universities in retrieving the feedback from their students with regard to their teachers. This is the main reason we described it in this paper. To build this application…

计算机与社会 · 计算机科学 2009-03-10 Ovidiu Crista , Tiberiu Marius Karnyanszky

We use the process and findings from a case study of design educators' practices of assessment and feedback to fuel theorizing about how to make AI useful in service of human experience. We build on Suchman's theory of situated actions. We…

人机交互 · 计算机科学 2024-04-29 Ajit Jain , Andruid Kerne , Hannah Fowler , Jinsil Seo , Galen Newman , Nic Lupfer , Aaron Perrine

The objective of a reinforcement learning agent is to behave so as to maximise the sum of a suitable scalar function of state: the reward. These rewards are typically given and immutable. In this paper, we instead consider the proposition…

人工智能 · 计算机科学 2020-08-25 Zeyu Zheng , Junhyuk Oh , Matteo Hessel , Zhongwen Xu , Manuel Kroiss , Hado van Hasselt , David Silver , Satinder Singh

Background: Spatial reasoning has been identified as a critical skill for success in STEM. Unfortunately, under-represented groups often have lower incoming spatial ability. Courses that improve spatial skills exist but are not widely used.…

人机交互 · 计算机科学 2025-08-15 Yiannos Demetriou , Manasvi Parikh , Sara Eskandari , Westley Weimer , Madeline Endres

Transfer learning aims at improving the performance of target learners on target domains by transferring the knowledge contained in different but related source domains. In this way, the dependence on a large number of target domain data…

机器学习 · 计算机科学 2020-06-24 Fuzhen Zhuang , Zhiyuan Qi , Keyu Duan , Dongbo Xi , Yongchun Zhu , Hengshu Zhu , Hui Xiong , Qing He

Practical research was conducted to cultivate students' mathematical computation ability using literature analysis, theoretical practice, and statistical analysis methods. The research involved 171 ninth-grade students from the author's…

历史与综述 · 数学 2023-03-06 Yang Liu , Xuedan Li

Learning analytics (LA) is data collection, analysis, and representation of data about learners in order to improve their learning and performance. Furthermore, LA opens the door to opportunities for self-regulated learning in higher…

人机交互 · 计算机科学 2022-11-16 Saša Brdnik , Boštjan Šumak , Vili Podgorelec

The increasing use of Artificial Intelligence (AI) by students in learning presents new challenges for assessing their learning outcomes in project-based learning (PBL). This paper introduces a co-design study to explore the potential of…

人机交互 · 计算机科学 2024-01-30 Chengbo Zheng , Kangyu Yuan , Bingcan Guo , Reza Hadi Mogavi , Zhenhui Peng , Shuai Ma , Xiaojuan Ma

The objective of this paper is to describe a development of an innovative approach to enable students studying science, technology, engineering, and mathematics (STEM) to apply the concepts learned in physics and mathematics to engineering…

物理教育 · 物理学 2007-08-21 Roman Ya. Kezerashvili , Candido Cabo , Djafar K. Mynbaev

When robots enter everyday human environments, they need to understand their tasks and how they should perform those tasks. To encode these, reward functions, which specify the objective of a robot, are employed. However, designing reward…

机器人学 · 计算机科学 2022-10-21 Erdem Bıyık

Student learning development must involve more than just correcting or incorrect questions. However, most adaptive learning methods in Virtual Learning Environments are based on whether the student's response is incorrect or correct. This…

Due to usage of self-reported data which may contain biasness, the existing studies may not unveil the exact relation between academic grades and app categories such as Video. Additionally, the existing systems' requirement for data of…

人机交互 · 计算机科学 2025-08-26 Md Sabbir Ahmed , Rahat Jahangir Rony , Mohammad Abdul Hadi , Ekram Hossain , Nova Ahmed

Emergence of latest technologies has diverted the focus of people form Computer-Supported Collaborative Learning (CSCL) to mobile supported collaborative learning. MCL is highly demanded in educational organizations to substantiate the…

计算机与社会 · 计算机科学 2014-10-21 Khaled Elleithy , Abdul Razaque

Each student has specific characteristics and learning preferences, that reflect on each type of learning environment, online or face-to-face. Understanding these differences is crucial for educators to create learning environments that can…

计算机与社会 · 计算机科学 2026-02-03 Hugo Silva