相关论文: Gamification of In-Classroom Diagram Design for Sc…
In recent years, the integration of gamification into educational settings has garnered significant attention as a means to enhance student engagement and learning outcomes. By leveraging gamified elements such as points and leaderboards,…
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…
Educational games are an increasingly popular teaching tool in modern classrooms. However, the development of complementary tools for teachers facilitating classroom gameplay is lacking. We present the results of a participatory design…
Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design and analysis of…
Gamification refers to the process of adding game elements to a task. Of late, this process has been introduced in pedagogical settings to capture the attention and interest of students. In our study, we apply the process to Anatomy…
Games can be a powerful tool for learning about statistical methodology. Effective game design involves a fine balance between caricature and realism, to simultaneously illustrate salient concepts in a controlled setting and serve as a…
There are many benefits in providing formal specifications for our software. However, teaching students to do this is not always easy as courses on formal methods are often experienced as dry by students. This paper presents a game called…
Unified Modeling Language (UML) Use Case and Class Diagrams are fundamental modeling notations in Software Engineering (SE) education due to their importance for requirements and model-based engineering, yet their relevance is…
Kinematics is a core topic in early physics courses, yet students often struggle to interpret motion and its graphical representations. To tackle these difficulties, we developed MissionMotion, a physical-computational videogame where…
The object-oriented class is, in general, the most utilized element in programming and modeling. It is employed throughout the software development process, from early domain analysis phases to later maintenance phases. A class diagram…
This paper introduces our gamification of a part of our software design curriculum. Based on typical design principles a motivating learning game is developed to train students in software design. We use Bloom's taxonomy to determine…
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…
Context: While most research shows positive effects of gamification, the focus on its adverse effects is considerably smaller and further understanding is needed. Objective: To provide a comprehensive overview on research reporting negative…
Software testing is an essential knowledge area required by industry for software engineers. However, software engineering students often consider testing less appealing than designing or coding. Consequently, it is difficult to engage…
Programming courses in computing science are important because they are often the first introduction to computer programming for many students. Many university students are overwhelmed with the information they must learn for an…
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…
Diagrams are ubiquitous in physics, especially in physics education and physics problem solving. Problem solvers may generate diagrams to orient to a scenario, to organize information, to directly extract an answer, or as a tool of…
This article proposes and discusses qualitatively the use of a didactic board game in Science Education for high school students. The game contemplates in an interdisciplinary way the areas of Physics, Biology, Chemistry and Astronomy and…
Reading scientific research papers is a skill that many students do not learn before entering PhD programs, but it is critical to their success. This paper describes our diagramming technique for teaching this skill, which helps them…
Motivated by deep learning regimes with multiple interacting yet distinct model components, we introduce learning diagrams, graphical depictions of training setups that capture parameterized learning as data rather than code. A learning…